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Face real-to-life warfare with 
true Une-of-sight, realistic scale 
and accurate physics. 


Play from the traditional full 
3-D RTS view or zoom into the 
action for sharper detail. 


Track and kill through a variety 
of first-person shooter indoor/ 
outdoor combat situations. 


Blow your cover as a modern- 
day mercenary and become a 
living, breathing, human target. 


AcliVisioN. 


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The Uuqixra»>IUen«tanisattadsm[ilWtraVW?iMshiAg.lKC 1999 WtiitiVMIPublisNn9.lKei999 NKisticSonm Inc. htloM and distnHitedliiAcIMsion.AII tights nscned. All oner ndnn^iMliMeiBinesntl«pn(etinollhMi?ipKUnowiios. 







Annihilate enemies, organize 
troops, manage resources, and 
snipe other soldiers. 


Survive a stunning 3-D world- 
from medieval Prague to 
modern New York. 


Command an extensive range or 
vehicles, buildings and units in 
the explosive sequel. 


Live the unlife of a vampire and 
determine his destiny over 800 
years in a thrilling PPG. 


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Coming Soon to 

SoftwareForPCs.com 


dislrWMb»tel»ision,lrtSo«WotPoftune'lsafEj5leredlrs«niaikolOtnJoafiriw,LW.nyspn)«liKlWBini»rt^ tosedlrmli Software, ht(-MTeelii»iiieO. Id TeclviologreiB97 Id SonraiftliK-BiiipW^ olDatknesa are legistwtdtrtdemafts and Vampire: 






Leve[ by level, the all-new single- 
player experience delivers the 
intensity of a live deathmatch. 


Experience multiplayer Internet 
Deathmatches with bristling 
response times and controls. ' 


Fear goes state-of-the-art with 
smothering fog, flickering shad- 
ows and retina-searing effects. 


AdiVisioH 




Finally, a starship naval combat game 
worthy of the name 

Star Trek’ 



Koniulaii Datllvhawk 
Destroyer (It-llII) 


4 I’haser Is 
2 Plasma Gs 
2 Tractors 
I Transporter 
Size Class: 4 


Using data from the best-selling 
V strategy board game, Star Fieet 
Hatties; Starfleet Command' puts 
you in the captain's chair for 
the most amazing reai-time 
space combat experience 
ever created. 



Dozens of multifunctional 
display panels offer Instant 
access to every critical system, 
Weapons, Shields, Sensors, 
Transporters, Marines, 

Mines, Engineering, 

Science, and Energy 
Management. 



Every good tactician knows 
there's a fine balance between 
speed and raw power. Choose from 
four classes of ships and over 50 3-D 
rendered hull designs. 


STAR TREK©: Slarfleel Command"' SoRwate ©1999 InienJiay Ptoduclions. All Riglils Reserved. ® 4 © 1999 Paramou 
Pictures. All Riglils Reserved. Ponions ©1979-1999 Amarillo Design Bureau. All Rights Reserved. Portions C Quicksilv 
Soltware, Inc. All Rights Reserved. Some elemenis Based upon the board games created by Amanllo Design Bureau. Star Trek 
a icglsieted trademark ol Paramount Pictures and Starlleet Command and related marks are trademarks ol Paramount Picture 
All Rights Reserved. Interplay, tho Interplay logo, ’By Gamers. For Garners.', 14' Easi and the 14' East logo are trademarks 
Interplay Productions. Quicksilver Soltware and the Quicksilver Soltware logo are trademarks ol Quicksilver Soltware. Inc. Ewlusivr 
icensed and disIrlBuled by Interplay Productions. All oilier trademarks and copyrights are the property o! Itieir respective owners. 
Go to #165 @ www.computergaming.com/infolink 


All shots arc actual gameplay screens. 






Command over 50 unique campaign 
missions generated by the Dynaverse 
engine, and reenact classic scenarios 
from the original series. 


COMMAND 

www.interplay.com/sfcommand.html 


J Pledge 
allegiance in the 
Klingon Empire, the 
United Federation of 
Planets, the Romulan 
Star Empire, the Hydran 
Kingdoms, or the Lyran 
Star Empire. 


'v Multiple tutorials and 
technicals will introduce the 
controls necessary for you to 
take command. 


V Numerous multi-player options 
include 'Pass the Tribble' and 
cooperative Starbase Assault with up 
to 6 players. Or go head-to-head via 
modem or serial cable. 


Federation 
Heavy Cmiser (F-CA) 


4 Photon Torpedoes 
2 Phaser Is 
2 Tractors 
3 Transjjorter 
Size Class; 3 





"A choice blend of 
impressjwe technology 
and original gameplay-. 

NextGeneratlon 


'Flying and dealing death 
from Arokh's back is an 
undeniable blast"' 

OnUne Gaines Review 


DRAKAN Order ol the Flame, Psygnosis and the Psygnosis logo are TM or ® of 
Psygnosis Ltd. ALL RIGHTS RESERVED. The ratings Icon Is a trademark of the 
Interactive Digital Software Association. Windows* Iseither a registered trademark or 
trademark of Microsoft Corporation In the United ^tafes and/or other countries. All 
trademarks and/or register^ trademarks are property of Iheir respective owners. 





^^bSs is DRAKAN Order of the 
Flame'." A fantasy world replete 
with ever-present danger and the 
dark remnants of an ancient war. 
Bonded by an age-oid alliance are 
Rynn, a quick-witted skillful 
warrior and Arokh, her powerful 
draconian steed. Together they 
embark on a treacherous Journey 
to defeat a dark plot to destroy 
the world of Drakan. 


Experience the thrill of flying 
through vast, breathtaking 3D 
worlds. Master 50 different hand- 
to-hand combat weapons, employ 
up to five magical items and rule 
the skies with five different 
dragon attacks. Multiplayer 
support for up to eight players 
lets you reign supreme over 
Internet or LAN. 






Actual Game Screen 


It’s a beautiful day _ 

IN THE NEIGHBORHOOD... 

EXCEPT FOR THREE DOMINATE SPECIES 

TRYING TO ANNIHILATE EACH OTHER. 
Playing as 3 unique species, Giants: Citizen Kabuto 
will take you to surreal worlds combining 3D arcade 
action, blow-your-mind graphics, a dash of strategy 
and a few dodgy laughs. All of which make a 
perfect canvas for sheer brute savagery in a single 
or multiplayer ass whuppin' experience. 

So, shut all the doors, turn off the lights, and wheel 
Grandma into the garden - 


- - IS COMING! 







X uV-n i 'O 


A species of lovely, ethereal females 
who can decimate enemies with the 
cast of a spell and stilt retain their 
vixen charm. 


BY GAMERS. FOR GAMERS. 


www.interplay.com 


16815 Von Karman Ave. Irvine 
Go to #135 @ www.computergaming.com/infoIink 








ir survi&al, 


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JULY 1999 • ISSUE 180 


COMPUTER 

GAMING 


W^ORLD 




T he push to 
bring multi- 
player gam- 
ing to the 
masses is on, with 
QUAKE III: ARENA, 
TEAM FORTRESS 2, 
and UNREAL TOUR- 
NAMENT hoping to 
capture the trigger 
fingers and wallets of 
John Q. Gamer. After 
exclusive playtesting 
of these hellaciously 
hot titles, we tell you 
which shooter packs 
the most deathmatch 
punch and which will 
capture the team 
player flag, and we 
make our fearless 
prediction as to how 
this battle of the 
titans will wind up. 


COVER STORY 



Internet 

Audio for Gamers 


fii ^ 

' ' Speed Up Your PC lor Free! 


In a lull between big games? Take some time 
to tune up your system. From defragging 
your hard drive to adjusting your swap file 
and disk cache settings, there are several 
things Loyd Case recommends for getting 
more from your system. 


D ouble your pleasure, 
double your fun: 
Assail your victims 
in realtime over the 
Internet with these cool 
new headsets. If you're 


looking to improve your 
gaming experience with 
voice support, our technical 
gurus will set you straight 
on which audio solution is 
best for you. 





PREVIEWS 




Interview with COMMAND & 
CONQUER’S “Kane.” 


MiG Alley 

Big fast jets fighting other big fast jets in Korea. Who 
could ask for more? S2 


Desert Fighters 

Hunt some Desert Fox in the latest WWII sim from the 
guys who brought you ACES OF THE PACIFIC 66 


Battlezone II 

Battlezone II 

The sequel to C6W'% Action Game of the Year leaves 
the solar system for more alien-busting, hovertank 
warfare 58 

Drakan 

Lara Croft may pack an Uzi, but DRAKAN's Rynn has an 
enormous, fire-breathing dragon between her legs. Will 
third-person action gaming ever be the same? ... .60 


READ. ME 


• SCOOP! HALF-LIFE: OPPOSING FORCE 

revealed. 

• l-Magic’s WARBiRDS team resign: 

• Denny Atkin’s Gadgets for Gam/rs. 


Flash Point 

Interactive Magic's gritty World War III 
combat game jumps aboard the 
action/strategy bandwagon 71 


Need for Speed: 
High Stakes 

Fender-bending, gear-grind- 
ing, tire-shredding racing 
mayhem the way God 
intended it 73 


GAMER’S EDGE 


Civilization: Call to Power 

Whether you're a peacenik shooting 
for the stars or a warlord looking to 
grind your enemies under the heel of 
your boot, Teriy Coleman and Johnny 
Wilson have the info you'll need to put 
your society on top. 


Heroes of Might & Magic III 

Elliott Chin shares the strategies on 
towns, heroes, and combat lhal have 
made him a beastmaster to be feared. 


CG Tips 

X-WING ALLIANCE, MADDEN 99, 
EVERQUEST, Army men 2, and morel 



DEPARTMENTS 




Johnny Wilson Violence, games, CGW, and ratings 21 

Denny Atkin Are flight sims dead? 26 

Letters Email missives and submissives 31 

On the CG-ROM Demos, tools, and goodies on CD 41 

Reviews Introduction 119 

Top 100 Readers rate the top games 188 

Greenspeak 50.000 years of gaming goodness 190 



Hardware News 97 

• Micron laptop gets 
3D support 

• When tchotchkes go bad 


Loyd Case 

Speed Up Your PC 98 

Killer Rigs 108 

Voodoo^ Ill 

AMD K6-III 114 

Interact Force FX 116 

ThrustMaster 

Fusion USB Gamepad ..116 

Game Commander 116 


REVIEWS 


Redline 123 

Requiem; Avenging Angel ..127 


ADVENTURE/RPG 


EverQuest 130 

Lands of Lore III 133 


SIMULATIONS/SPACE 


X-Wing Alliance 134 

Rghter Squadron 137 


X-Wing Alliance 134 

Rghter Squadron 137 



High Heat 2000 


High Heat Baseball 2000 ..140 


Triple Play 2000 141 


Civilization: Call to Power..145 

Heroes III 148 

Jane's Fleet Command ....152 

Roller Coaster Tycoon 159 

Warzone 2100 162 

Battleground: 

Chickamauga 162 

Machines 165 

Smolensk to Moscow 165 









^Action Game 
i of the Year 
Runner-Up 

Strategy Game 
of the Year 
Runner-Up 

Game of the 
Year Runner-Up 

\pC Gamer 


[^GAMER 

EDITORS’ 


Inc. BatUezonc Is a trademark of Atari Intoraative 
: are the properties of their respective owners. 


Activision Is a registered tradema^ of ActMsIon, Inc. 6 1998, 199 
a Hastiro company. All rights reserved. AH other trademarks and : 



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ffijil 







AdiViuoH 


.iHiaa 


Command ^ extensl^^ange of vehicles 
in specialized missions including night, 
sniper, infiltration and paradrop combat, 
plus fast-paced out-of-tank warfare. 


Be prepared to aiter'your plaTi of attack 
as intelligent A.I. learns as it racks up 
kills. Risk it all in highly-evolved Instant 
Action and Instant Strategy modes. 


Coordinate full-scale atScks as morphing 
3-D units, destructible terrain, and 
incredible explosion and weapon effects 
intensify the killer gameplay. 





Seq[uel to tlie 

TTi gTil j Acclaimed. Awaxd. "Wiimiag BaseTjall Game 

1998 Game of the Year, from "Gamersvoice/PeifectGame" Website 

1998 Baseball Game of the Year WarZone.Cotri 
1998 Best Al in a Sports game WarZone.Com 
1998 Best Hands-On Gameplay in a Sports Game WarZone.Com 
1998 Top 10 Sports Games Spoils Gaming I\)etwoii< (only baseball game in Top 1 0) 
1998Top 10 Sports Games. PC Sports Games 


'Top-xiotcli axcad.e jplaj; tlie best baseball game All' -pc G amer 

TruPlay™ Al guarantees true-lo-life base ainning, fielding, and managing 
•rao polygonal players in a 3D environment ensures authentic Major League’’-' gameplay 
Broadcast-style camera arigles and VCR features allow you to replay tiie action from any angle* 


.all tlie intiicacies of a real game, from line d.xives to 
tlie suicide squeeze and tlie double switch'.’- Family pc 

Blazing fast gameplay and all the action of a highlight reel 
Pro-style interface that brings you into the game 
• Head-to-Head Multi-plaYer action via LAM. modem, or Internet' 


'This game feels like baseball...gxeat gameplay, arid supex Al. 
No otlrex game does these things.”- pc S/ jorts Games 

New Major League Baseball® team rosters, 1999 MLBPA player rosters and 1 998 season stats 
Career Mode >■ 'dudes a realistic aging cuive, player retirement and new rool<ie prospects* 

: •• Mult!-playertrades-..i'idManage-onlymode'i:ocontrot[<eyaspectsofgameplay* 

*PC version only 


baseliall game, 


Trip Hawkins, President 3D0 


PisySiailD 







www.majorleaguebaseball.com 


1999 The 9D0 Company. All RIgliis Ruseiviiil. Hlyli Heal Basehall. TiuPlay. 3D0 anil Iheii lesiicciivE loyos, aie liailaniarks snil/ai service marks of Die 3D0 Coinpany in ihe 
U.S. anil Qihei connines. V'MLBM Official Licensee - Major League Baseball Players Associaiion. Majut Leayue Baseball liaiieirarks siiiJ copyiiyliis are lised wiili poiRiissioii 
of Major League Baseball Prapeiiies, Inc. 30l> liiieraciive. Inc. is © 1938. Die 3Dlx Inuiaciive liKjO is D legisleietl liadeiraik ul 3Dli Inieracihre. Inc. In the USA and oilier 
cauiiiries. All liyhis reserved. AMO. the AMD logo. K6. 30Nowl end comblnaiions iheicol. arc iiarieitiaiks ul Advanotd Micro Devices, Inc. PlaySiaiion and the PlayStation 
logos are leglsieicd iiadeiiiaiks at Sony Coinpuiei Entenaninieni Inc. All other trademarks belong to their lespeciive ownen fA* For mote details, visil wwwhigliheai.com 


www.higliheai.carri 



GET READY 
TO COMMAND 
THE FUTURE ! 



'M EXCITiniG NEW/ ' 

%: STRATEGIES AND UNITS 
Jump Jet Infantry Hauer 


Ho’ 

Tanks, Tunneling ARC’! 

, Hunter Seekers, Laser 
Fences, Mechanized Battle 
Units, Firestorm Defense 
and many more! 

FIGHT DN DYNAMIC 
BATTLEFIELDS 
Wlhere nature itself 
prouides tactical 
opportunities - destroyable 
and deformable terrain, 
forest fires, treacherous 
ice fields, flying 
shock waues ana 
! crashing debris! 

NEW! INTERNET TECHNOLDGY 
I AND MULTIPLAYER SUPPORT 
Play for free* on the 

definitiue Internet 

battleground — Wfestuuood 
Online, where connectiuity 
is now blended into the , 





V:' 


PiBiira 


CHAMPION 
IS BACK.” 


Computer Gaming World 


A 

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ORIGINAL COMMAND & CONQUER 











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wIBB 









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Key features 

* Includes all 22 cars, 16 circuits and official data 
from the 1998 Formula One World Championship 
Season. 

Fantastic graphics and speed. Plus 3D card and 
Force Feedback support. 

Accurate simulation and fun-to-play arcade 
modes. 

20+ camera angles and ability to create your 
own new camera positions. 


OFFICIAL 

fmu 


KJkctntc 



Survival of the fastest. Out Now. 


FOR* 

WO 


• Multiplayer support for up to 12 players. 

• Informative helicopter fly-over of each circuit. 


wvvw.eidos.com 

Go to #153 @ www.computergaming.com/infollnk 


IBlo. 




The German supply train approaehes. Ynu've secured the charges... 

Ynur team is ready, cnncealed amnngst the trees nn the nther side 
at the river. Perfect... But only if you detonate the charges at the right 
second... A few mnments hesitatinn and ynur team will be tern to pieces 
by the heavy machinegons on the guard wagon! 


Up tv 40 different ehereeters to cheese treoi * Metien Gaptered 30 Characters* 

First & Third person perspective * Univue and sinipie contrni of np to tour saidiers* 

'State of the art "Insanity eniinc produces unrivalled terrain B full 30 accellcrator support' 
Over 20 niisslans across the graphieally varied terrain of Norway, Germany, B Italy* 


tmciilB misslonG al alghl la Iha log and raio! 


^ ' ill Go to #242 @ www.computergaming.com/infolink 

sub.siciiary or rukeS-itpfnitiive, All rijilus reserved t'ormore inRarmalioncuniyei us ill WWW. Taluiisofi. 


i 





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i 1 • iTD 




Violence and Gaming 

Is Our Hobby Prone to Self-Inflicted Wounds? 


I 've always believed that there is a healthy, 
cathartic side to violent games. I've always 
hoped that they would stave off violence 
in real life rather than contribute to it. I 
still believe that, in general, they help 
rather than hurt. But I have to admit feel- 
ing a little shaken by the horrors of late April. 

I've been feeling grief for both the victims 
and the survivors at Columbine High School, 
that listlessness and numbness that keeps you 
from being able to concentrate as you should. 
The grief was exacerbated when I received my 
subscriber copy of Computer Gaming World. I 
had forgotten that we had shown Max Payne 
firing down a corridor. It was a subway corri- 
dor, and Max is an undercover DEA agent firing 
at perpetrators, as opposed to innocent stu- 
dents, but the scene looked shockingly familiar. 
As the subscribers began to receive their 
copies, many began to suspect that we had 
cynically created the cover to gain notoriety or 
shock value from the horrors that the people in 
Colorado had experienced. Several subscribers 
admitted being fans of first-person shooters, 
but felt shocked and disturbed by the image. 

If the cover made you feel uncomfortable 
because it seemed related to the shooting, I 
apologize. It was simply a bizarre coincidence. 
We would never have designed a cover based 
on such a tragedy. These covers were printed 
and in the mail prior to the shooting in 
Colorado. Of course, that isn't the real issue. 

The real issue is why a national publication 
would depict a violent act on the cover when, 
as the analysts have suggested in the wake of 
the tragedy, computer and video games may be 


a large part of the problem. The simple answer 
is that we don't believe that computer and 
video games are a large part of the problem. 
We believe that there is a positive, cathartic 
effect in simulated violence. Violence in com- 
puter games is not intended to encourage the 
slaughter of unarmed innocents. Computer 
games are a temporary escape from real life, 
not tutorials for a tragic end to life. We in no 
way condone the actions of disturbed minds 
unable to make such a distinction. 

Violence is used in story-telling media to 


(parental abdication of responsibility, easy 
access to weapons, social stigma, lack of unify- 
ing moral frameworks, high student-teacher 
ratio, lack of school security, and so on), violent 
media can play a role in such tragedies. 

Merely because some of us can suspend 
our disbelief and recognize the unreal nature 
of computer game violence doesn't mean 
that everyone is capable of making that dis- 
tinction between reality and imagination. 
Young minds and disturbed minds are some- 
times not capable of filtering the exaggera- 



In film, books, comics, and music, 

violence is used as graphic 
hyperbole to raise the stakes and 
make us pay attention. 


reflect those dangerous, heroic situations 
where someone we care about manages to 
restore order out of chaos, redress wrong, and 
give us a sense of hope. In film, books, comics, 
and music, violence is used as graphic hyper- 
bole to raise the stakes and make us pay atten- 
tion. Violence tends to work in media because 
it is something we don't all experience, some- 
thing far enough out of the ordinary that we 
can suspend our disbelief. 

This does not mean that we whitewash the 
fact that violent media is a "part" of the prob- 
lem. Along with thousands of other causes 


Weak Ratings 

T he games industry 
needs to improve the 

way we rate games. The RSAC 
system, below, is a better 
approach because it describes 
the content in the game — but 
it's used in less than 5 percent of 
new games. Most games are 
rated by the ESRB (Entertain- 
ment Software Ratings Board), 
which doesn't offer any 
content description 
on the front of / 


the box. Computer games rat- 
ings need to give consumers 
more information at a glance. 

We propose a three-tiered 
system, perhaps color-coded in 
green, yellow, and red, which 
identifies games for a General 
audience, Parental Guidance, or 
Restricted. Unfortunately, the 
Motion Picture Association of 
America won't allow the 
games industry to 
\ use G, PG, and R 
\ ratings, so / ' 
Sffl. I we'tihaveto f 
^^3 I use new let- I 

j ters that iden- \ ' j 

y tify the three \ : I 
categories. N. 


Some may suggest that this 
system is like the ESRB system 
(below), but it is not, The ESRB 
system uses an M for "Mature," 
which puts a positive spin on 
content that should be consid- 
ered "Restricted." Ratings 
should not imply that the more 
extreme games are more 
"grown-up" and "sophistlcat- 
ed" than games 
designed for 
\ everyone. 



tion from the reality. For this reason, 
Computer Gaming World advocated con- 
tent labeling (clear, specific, and highly visi- 
ble on the front of the box) for all games 
since 1990. We recognize the responsibility 
of publishers and creators to inform their 
customers about the contents of their prod- 
ucts. We believe this protects freedom of 
speech and expression in the long run. It also 
gives parents a chance to monitor what their 
impressionable children are playing, but does 
not guarantee that they will do so. 

Some readers will rightly point out that the 
games are rated. Yet, I believe that the current 
ratings are inadequate. Age-related terms like 
"Teen" and "Mature" do not inform consumers 
about what is in the box that makes these 
games for older kids or adults. Descriptions on 
the back of the box do little to describe the 
extent of the violence or adult language. Even 
with the RSAC rating system's thermometer 
representing the degrees of violence and lan- 
guage, the descriptions are often printed in 
miniscule type. Parents need to be able to tell 
at a glance what is in the products. 

Let's change the ratings systems. It's time for 
everyone in our industry to come together and 
agree on one universal set of icons and 
descriptions. Let's help people make informed 
decisions, and let's take responsibility as an 
industry rather than having lawmakers and 
reactive citizens impose restrictions on us. 

I'll be waiting with great curiosity, and not a 
little consternation, as events unfold. 


COMPUTER GAMING WORLD » JULY 1999 







TOM 


Blood of the Damned 


4-ierra 


w w w . s i e r r a vS t u d i i) s . c o m Go to #269 © www.computergamlng.com/lnfoUnk 

©•1999 Sierra’On-Lire, Inc. All Rights ffeserved. Sierra, Sierra Studios, Gabriel Knight, and Biood of the Sacred, Blood of the Damned, are trademarks of Sierra On-Line, In 



RISK YOUR SOUL. 




MARCH 17. 1244. MONTSEGUR 
A mysterious treasure is smuggled out of the 
Cathar fortress of Montsegur. Two days later 
the remaining “heretics” are slaughtered by 
the crusaders of Pope Innocent III. 


juisieT, 1885 ... st. Mary magdalene's 

The ancient village receives a new parish priest, 
Berenger Sauniere. While renovating the abbey, he 
makes an unsettling discovery in a hollow column. 
Soon after, Sauniere has wealth enough to refurbish 
the entire village. 


AUGUST 2. 1940. PAS DU LOUP 
Adolf Hitler dispatches a small 
division of soldiers and archaeologists 
to search for a "treasure of immense 
wealth" said to be hidden within the 
valley. The project is soon abandoned. 




JANUARY 22, 1922. VILLA BETI lANIA 
After hearing his final confession, a neighboring 
priest rushes from Sauniere’s deathbed, refusing 
to administer last rites. Never sharing what 
' he was said to have lived the rest 


Solve a true, historical mystery within 
a surreal, captivating story line. 


Control your point of view using 
unlimited camera movement. 



THE BIG MAN TO “BRINGETH 


USES SINNERS TG SLAY 


SNEAK, IMPALE, CHARM AND 


OTHER SCUM BUT IT TAKES 


COPS, DWELLERS, BEHEMOTHS, PRIESTS, OOONCERS, WAITRESSES. 
PROSTITOTES, SOB-GIRLS, BONDAGE DANCERS, GIGOLOS, DEMONS, 
CHOTS, HIGH PRIESTS, WELDERS, NDCLEAR WORHERS, MEDICS, 
TECHNOCRATS, BARTENDERS, GON COMMANDERS, DWARFS, PIMPS, 
LICHERS, RIOT COPS, MONSTERS AND ANIMALS 


FOR THE SRHE OF 0000, VOU GET TO OEGORIE 

THE SCUM OFTHE EHRTH^ 

UIITH 60 SIN-FIILEO CHOICES 



FOR MHTURE 
EHCE5 OniV 


I is » trademarK of Interplay Productions, 
opyrigtils are property of their respective owners. 
tw.computergamtng.coiTi/infolink 


oMsObsi 





Sims Are Dead 

But Worry Not, Fearless Readers — 
It's Just a Product Cycle 


Y ou have a great idea for a flight sim, 
one set to be the most realistic and 
entertaining air combat experience in 
years. You've scripted an adventure 
game with twists that bring readers in 
as deep as a Stephen King novel, and 
dialogue rivaling that of John Irving. They're 
efforts that would get great reviews and make 
the most jaded gamers happy. The only prob- 
lem is, you’ll never get the funding to make 
them. The big publishers aren't interested. 

At least, that's what discussions with 
numerous developers at the 1999 Game 
Developers Conference indicate. Game pub- 
lishing has turned into a buyer's market, 
thanks to all the consolidation in the enter- 
tainment software market. There are so few 
companies with the resources to get a prod- 
uct onto today's crowded store shelves that 
they can dictate strict terms and light budgets 
to today's game developers. They want to 


to produce — far more so than the typical 
wargame. Add the cost of getting a product to 
store shelves, and you have genres that not 
many startups can afford to risk supporting. 

Good Times, Bad Times 

A shift away from sims and adventure 
games is already evident. EA's Jane's line will 
be down from three teams to a single internal 
development group after A-1 0 WARTHOG 
ships. Dynamix has shoved the ambitious 
ACES OF THE PACIFIC 2 in the closet and can- 
celled X-FIGHTERS, choosing instead to do the 
more incremental DESERT FIGHTERS title. 
Activision, bitten by FIGHTER SQUADRON hit- 
ting a market already saturated with WWII 
sims, isn't likely to revisit the genre. And if 
you heard buzz on the Internet about a huge 
company developing a hot new sim using a 
breakaway team from SU-27 FLANKER, stop 
anticipating. That project has been cancelled. 


I f< 


It's hard to do the flight-sim equiv- 
alent of an indie film when they 
require Independence Day budgets. 


fund only the games that promise huge 
returns, or that can be developed on a shoe- 
string and shoveled at the Wal-Mart crowd. 

Big Budgets 

The "big hit” mindset is why flight sims 
and adventure games are in danger. With rare 
exceptions, a successful sim sells about 
150,000 copies. That's enough to make a nice 
little profit, but it's a drop in the bucket when 
compared to the sales of a game like UNREAL, 
STARCRAFT, or NBA LIVE 99. So when it comes 
time to fund the next round of projects, the 
bean counters approve the shooters, real-time 
strategy, and sports games over the sims and 
adventures. After all. their job is to make as 
much money for the company as possible. 

Fine, you say. let the big guys do sports 
and and mass-carnage games. Surely some 
smaller companies will fill the sim niche, 
right? Look at wargames. Once a genre sup- 
ported by the major players, it’s now backed 
by smaller companies such as TalonSoft; the 
developers aren't driving Ferraris, but they 
pay the bills while doing something they love. 

The problem is that sims and adventure 
games are among the most expensive games 


Is it time to get depressed and start hon- 
ing your 3D shooter skills? Nope. The industry 
has always been cyclical. Every company is 
sure its shooter or sports title will be the next 
half-million seller. But for every HALF-LIFE, 
there are a dozen TRESPASSERS. And as the 
''mainstreaming'' trend widens, the potential 
for failure of these genres will increase, as the 
shelves fill with "me too" products. 

You won't see many flight sims or adven- 
ture games in the year 2000. But once dozens 
of other kinds of products fail, companies will 
look for new ways to get back on top. They'll 
dig out some sim designs and adventure sto- 
ries and we'll be back in business. In the 
meantime, there'll be plenty of HALF-LIFE and 
ALPHA CENTAURI knockoffs to play. 

You can help. Write the companies (on 
paper, not via email) and tell them what kinds 
of games you want. Get your friends to do the 
same. A few thousand requests for a good 
Pacific air war sim will get noticed. CSU 

Denny really wrote this column to get 
everyone in a sour mood so they'd stop laugh- 
ing at Jeff Green's inane ramblings. Chide him 
at denny_atkin@zd.com. 


CGMRU’TEH 

GAMING 

WORi-P 

Lee Uniacke 


Editorial Director Johrny Wilson 
Editor-in-Chief George Jones 

Editor Ken Brown 

Features Editor Denny Atkin (Simulations) 

Technical Director and Lead Saxophonist Dave Salvator 
Senior Editors Terry Coleman (Previews. Wargames, Gamer’s Edge), 
Jeff Green (Adventure/RPG, Sports, Read.Me; Chief Kvetch Officer) 
Associate Editor Robert Coffey (Action, Strategy) 

CG-ROM Editor Jack Rodrigues 

Assistant Editors Jesse Hiatt (CG-ROM), Thierry Nguyen (Previews) 

Editorial Assistant Tom Price 

Contributing Editors Charles Ardai (Inletaclive Rctlon), 

Loyd Case (Hardware) 

Founder Russell Sipe 

Art Director Steven Wanczyk 


Production Director Carlos Lugo 
Production Manager Martin Walthall 

Electronic Prepress Group 
Manager Michele Kellogg 
Assistant Manager Tamara Gargus 
Technician Roger Drake 


Address questions and feedback to: 

CGW Editorial, 135 Main St., frith Floor, San Francisco, CA 94105. 
Or you may contact us via: 

CGWIetters@ 2 d.com 

Phone: (415)357-4900 

Editorial Fax: (415) 357-4977 

Web site; www.computergaming.cotn 


Associate Publisher Sutanne Reider (41 5) 357-491 5 
East Coast Sales Manager Laura Pitaniello (212) 503-4851 
East Coast Sales Assistant Jennifer Lopes (212) 503-3926 
Southwest Sales Manager Pat Walsh (949) 851-2556 
Southwest Sales Assistant Sandy Marciniak (949) 352-5914 
San Francisco/Midwest Sales Manager 
MarciYamaguchi (415)357-4944 
Silicon Valley/Northwest Sales Manager 
Dru Montgomery (41 5) 357-4925 
Senior Marketing Manager Sat Sharma (415) 357-4935 
National Account Rep Joann Casey (41S) 357-4920 
Advertising Coordinator Leslie Ventimiglia (41 5) 357-4930 
Executive Assistant Linda Fan (415) 357-5425 
Account Representative Tallie Fishburne (415) 357-5226 



Address inquiries to CGIV Advertising, 135 Main St., 14lh Floor, San 
Francisco, CA 94105; or call (415) 357-5398, fax (415) 357-4999, 

Vice President Dale Strang 
Director of Business Cathy Bendoff 


For subscription service questions, address changes or ordering 
information, call (303) 665-8930 within the U.S. and Canada or write 
cgw8neodara.com. All other countries call (303) 604-7445 or write to Computer 
Gaming World, P.O. Box 57167, Boulder, CO 80322-7167. The one year (12 issue) 
subsniption rate is 527.94 in the U.S,, and 543,94 outside the U.l; the rate for 
one year (12 issue) subscriptions wiih the monthly CD-ROM is 542.94 in the Ui, 
and 553.94 outside the U.S. Checks must be made payable in U.S. currency only 
to Computer Gaming World. 



Back issues can be purchased for 58 in the U.S and 510 outside the U.S. (CD-ROM ver- 
sion not availabte). Prepayment is necessary. Checks must be made payable in U.S cur- 
rency only to Computer Gaming World. Mail your request to Bade Issucfi ZD, Inc, RO. 
Box 53131. Boulder, CO 80322-3131. 

We periochcally make Use of OUT custenters avadabie to mailers of goods and seiMces 

lhai may intsesi you. If you do not wish to receive such mailings please write to us 
and Indude a copy of your mailing IMiel. 


lik. COMPUTER GAMING WORLD « JULY 1999 


v.computergaming.c 





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EMAIL US AT CGWLETTERS@ZD.COM 


Computer Gaming and Real Violence 


T he June cover is a very unfortunate coin- 
cidence. With the Littleton, Colorado, tragedy 
very fresh in all of our minds, the image of a 
ruthless gunman in a black coat in what 
appears to be a public hallway can only serve 
to be an unpleasant and painful reminder to 
many, including myself. The caption, "Playing G.O.D.," only 
makes it harder to look at. I know what G.O.D. means and 
you know what it means {Gathering of Developers), but non- 
game players probably will not, nor 
will they care. 1 respect and admire 
your editorial staff, and enjoy your 
publication very much. I feel that 
you show respect for your audi- 
ence, and demonstrate consistent- 
ly good editorial judgment. 


In the wake of the Littleton, 

Colorado, tragedy that claimed the lives 
of IS people, including the two gun- 
men, it is eerie that your magazine's 
cover depicts the upcoming game 
from G.O.D. with a young-looking 
character firing off rounds towards the read- 
er. Now I know that neither your magazine nor 
the G.O.D. developers could've possibly foreseen 
the tragedy at Littleton, but what I would like to 
make a point about is the renewed attack on our 
hobby by those who think the games we play 
push kids to violence. It is no secret that some of 
these games are brutai, with shooting, blood, and 
gore as the order of the day. I am 31 years old, 
and I admit to being a first-person-shooter 
addict, but somewhere along the line in my 
upbringing, my parents taught me the difference 
between right and wrong. I fear that this is sorely 
lacking in today's society. We play these games as 
a matter of escape from reality, to perhaps relieve 
stress or take on the persona of someone we 
know we'll never end up being. As parents, 
friends, and peers, we must continue to remind 
our children and each other that these, after all, 
are just games.. ..and not blueprints to test the 
boundaries of reality. 

Rick Perry 
Via the Internet 

I have been reading your magazine for 
several years now, and it is with a very heavy 
heart that ! ask you to cancel my subscription. 

The latest issue of your magazine offended me 
and my family greatly. My seven-year-old son 
asked me: "What does this mean... 'Playing 
G.O.D.'?... Why are you reading a magazine that 



makes fun of 
God?" Also, when I 
flipped through the 
pages of this issue, 
it amazed me how 
graphic the violent 
images have gotten. I 
wonder if the boys in 

Colorado read your magazine and played the hor- 
rible games that the computer industry is now 
publishing. It amazed me when one of your 
reviewers a couple of issues back said that he 
was giving a game a lower rating because it was 
not graphic enough in its portrayal of violence 
(not enough giblet factor I believe was the way 
he put it). A few pages into your latest issue, an 
ad read... "Why not kill your friends for $50,000? 
You can always buy new ones." It is this type of 
insensitivity that will lead many kids to copy the 
acts of the ones in Colorado. I hope that someone 
in your industry will help do something to 
address the violence issue before more kids suffer 
the same fate as those in Littleton. 

John Dyer 
Via the Internet 

We received many letters about our June cover in 
light of the tragedy in Colorado. Needless to say. 
we were shocked and horrified, like the rest of the 
world, by those events, and sincerely apologize to 
anyone who perceived a resemblance between 
our cover and that tragedy. For what it's worth, 
readers should know that the image depicts a fed- 
eral agent, firing a gun in a New York City sub- 
way. The cover was created and sent to our print- 
er weeks before the events in Littleton, and it was 
mailed to subscribers on April 19— one day before 


While I know that magazine preparation times are long, 
and this issue went to press many weeks, if not months, 
before the events of last week, it may be time for the gam- 
ing industry as a whole to look pretty hard in the mirror of 
public opinion and, at the very least, leave these types of 
images to the inside of products (be they magazines or box 
art; many of the ads, over which you have no control, are as 
unpleasant). In no way do I condemn you, other magazines, 
game developers and publishers, or the gaming public. The 
games did not cause this tragedy, any more than the guns 
killed those people. Twisted minds did. If the gaming 
industry wants to avoid increased scrutiny, regulation, 
and censorship, however, a little self-restraint may be 
in order. The time, in my opinion, is now. 

Brian Fitzpatrick 
Via the Internet 


the shooting. Despite that, we apologize to any- 
one who was offended by the image. Please see 
Johnny Wilson's editorial this month for more on 
the issue of violence in computer gaming. 

HEROES III Missing Page Debacle 
I just got the June issue of CGW. After 
digesting the latest from Loyd Case, I headed for 
the StrategyAVargames review section and found 
a page missing. The HEROES OF MIGHT & MAGIC 
III review starts on page 1 70, according to the 
index, but page 170 has an ad for GameSpot on 
it — It would be fair to say that this is a collec- 
tor's edition of your magazine. 

Gregory Wells 
Via the Internet 



Yes! It was the special Collector's Edition, worth 
lots and lots ofmoneyl Tell your friends. Actually, 
this was a mistake made by the people who print 
our magazine. You can imagine how thrilled we 
were. In any event, the full review appears in this 
issue. We apologize for the inconvenience, and 
we can assure you that kind this mistake of hap- 
pen again never will. 


www.computergaming.c 


COMPUTER GAMING WORLD » J U LY 1 999 


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ZIFF-DAVtS INC 


Chairman and CEO Eric Hippeau 

Vice President and Chief Financial Officer Timothy O'Brien 

Chief Internet Strategist Claude R Sheer 

Presidents 

ZD Market Intelligence Bob Brown 

ZD Events Jason Chudnofsky 

ZD Brand and Market Services Terri Holbrooke 

ZD Publishing Michael S. Perils 

ZD Internet Productions Dan Rosensweig 

ZD Education William Rosenthal 

ZD Television LanyW.Wangberg 

Executive Vice President, International Aymar de Lencquesaing 

Senior Vice Presidents 

Rayna Brown (Human Resources] 

J. Malcolm Morris {General Counsel and Secretary) 

Daryl R. Otte (Planning and Development) 

Charlotte Rush (Communications) 

Vice Presidents 

Marylou Berk (Corporate Real Estate and Facilities) 

Steve Gladyszewski (Information Services) 

Mark Moyer (Controller) 

Tracy Nadi (Human Resources, Operations) 

Thomas L. Wright (Treasurer) 

Corporate Sales 

Joe Gillespie (Executive Vice President) 

Michael Petkowski (Vice President, Marketing) 

Jeff Bruce (Executive Director) 

Scott Murphy (Executive Direnor) 

Rita Burke (Managing Director) 

ZD Brand and Market Services 

Terri Holbrooke (President) 

Charlotte Rush (Senior Vice President, Communications) 

EldaVale (Vice President, Corporate Research) 

Barbara Lyon (Vice President, Marketing Communications) 


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Director, ZD Labs Lauren Black 

Director, ZD Testing and Analysis Group Bill Catchings 


Director of Public Relations GlynnisWoolridge 




COMPUTER GAMING WORLD (ISSN 0744-6667) is published 
monthly by Ziff-Davis. Copyright © 1999 Ziff-Davis. All Rights 
Reserved. Material in this publication may not be reproduced in 
any fomi without permission. If you want to quote from an article, 
write to Chantal Tucker, One Park Avenue, New York, NY 10016- 
5802. or fax 212-503-5420. 

^^t;ZIFF-DAVIS 

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company 


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Computer Gaming World is 


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For reprints, please call 
Ziff-Davis reprints at 
(800) 825-4237. 


Backed Up With Excitement 

I just can't wait any longer for the 

Flushor Gaming Seat! I saw the ad in your April 
issue and seconds later I was purchasing that 
baby via the Internet. Now I'm waiting for it to 
arrive. It'll be my throne. Something disturbs my 
rest, though. I've been wondering. ..what 
if.„you know... when the Flushor is full of.. .you 
know„.er.,.what happens if then you jump into 
the water in QUAKE 2??? Is there any septic 
valve or something? Please ask Mr. Loyd Case 
for an answer to this technical question. We all 
know he's the hardware guru — he'll be the 
right guy for it. Thank you. 

Zhark 
Via the Internet 

Loyd Case replies: We just learned of some 
exciting new accessories for the Flasher! Check 
these out: 

DirectIV—Now you don't need to eat, 
either. Just have the IV refilled periodically 
and you can keep gaming forever. 

Contains all the nutrients need- 
ed, plus the added boost of a 
steady dose of caffeine. 

Flushor Eyeball 

Myster—Do your 
eyes get tired or dry 
from looking at the 
computer all day? The 
Flushor Eyeball Myster 
(FLEM) wilt periodically 
spray your eyes with a neu- 
tral saline solution. 

Smarty Pants of the Month 

I Just read the "Good, the Bad, and the 
Ugly" section of the June 99 issue, where you 
said that the Star Wars Episode I release was a 
great "way to end the millennium." Technically, 
the millennium is not ending this year. The 
modern calendar begins with the year 1 A.D. 
There's no year 0 A.D. Hence the next millenni- 
um starts with the year 2001 , not 2000. So 
technically, we still have one more year of the 
present millennium to go. I have way too much 
time on my hands. Bite me. 

Hans Ounawan 

Actually, Hans, we put that mistake in on pur- 
pose, as a science lesson to our readers. 
Congratulations on finding it. For your efforts 
you win a free subscription beginning at the 
turn of the millenium. Way to go, smart guy. 


Jeff Green or Stock Reports: 
Which Is More Boring? 

The flame letter that Jeff Green received 
in your June issue was totally absurd. 1 want to 
read about company stock performance about 
as much as I want to play the new DEER IN THE 


HEADLIGHTS HUNTER or BABY HARP SEAL 
HUNTER games that are sure to come to a Wal- 
Mart near you soon, Jeff deserves a big raise 
and a cable modem for his efforts. 

Jim Fox 
Via the Internet 

Jeff Green responds: Hi Dad! Thanks for writing in. 

Every month there is something that 
drives me to get to the end of each wonderful 
issue of CGW, and that is the very last page! 
That page contains the words of the Socrates 
of gamers. Ron, if you think this page is boring, 
that is because you don't "get it." If you want 
stock quotes use your Internet access. There 
would be no good in posting stock quotes in a 
magazine written well ahead of time. The 
words that Jeff speaks come from the heart of 
a gamer wise beyond his time. Greenspeak is 
informative, intellectual, and cracks me up 
every month! . . . CGIV saves the best for last. 

Give me my Greenspeak! 

Chris Staas 
Via the Internet 

Jeff responds: Hi Mom! 
Thanks for writing in. 

would first like 
to respond to Ron 

Pierce's letter in the 
June issue. The back 
page is one of the 
most interesting and fun 
pages to read in the entire 
magazine, and it's a damn 
magazine. I often find 
myself turning first, not to the table of 
contents to see what the features are, not to 
the reviews page to see what games are being 
reviewed, and not to the gamer's edge section 
to find out the way past my latest roadblock, 
but to your editorial. Your article never fails to 
bring a smile and a chuckle to me. Ron, howev- 
er, is wrong or just doesn't get the point. Your 
articles do have a point and a great point at 
that. They're about being proud to be a gamer, 
and loving being a gamer. ... I can always 
relate to what you say. Keep up with the amaz- 
ing work and that wonderful sense of humor. 
Thank you for making me proud to be a gamer. 

Vern Bittner 
Via the Internet 

Jeff responds: Hi Grandma! Thanks for writing. 


Dep't. of Corrections 

Gene Simmons does not own the rights 
to produce a Max Payne movie, as we report- 
ed in our June preview of MAX PAYNE, it's stiii 
up for grabs if you want it. Mr. Woo. 

STARCRAFT: iNSURREaiON, one of the 
authorized STARCRAFT expansion packs, is 
made by Aztech New Media Corp. of Toronto, 
Canada. 



COMPUTER GAMING WORLD » JULY 1999 


v.computergaming.c 






i 


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A Jedi Knight must remain focused. 
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3D accelerator hardware required for PC version. 







Dragons, Robots, and X-Wings 


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position, and get ready for the next step forward in action/adventure gaming, 



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RE-VOLT 

GENREiRC Racing 
EXECUTABLE: Wrvcgw 

Race one of three remote-control cars on 
the streets and sidewalks of the suburbs. 

MAGIC & MAYHEM 

GfA//?£ Real-time strategy 
EXECUTABLE: Wmagic 

Try a single-player level or limited multi- 
player games in this light-hearted RTS. 

APACHE HAVOC 

Gf/VRf; Helicopter sim 
EXECUTABLE: Wapachehavoc 
Fly either the U.S. Apache or the Soviet 
Havoc in a battle over Cuba. 

BEAT DOWN 

GfiVfff; strategy 

EXECUTABLE: Wbeatdown 

Command your own street gang in a ghetto 

turf war. 



/.computergamiriK.c 


COMPUTER GAMING WORLD « JULY 1999 




.THE LATEST NEWS FROM THE COMPUTER GAMING WORLD Edited by jeff„green®zd.com 

1 ^^ 


HaU-Lib 


Experience 
HALF-LEFE 
Through the 
Eyes of the 
"Evh Empire" 



loosing Force 

HALF-LIFE not only garnered a batch of awards 
last year but also delivered a message that scientists 
can kick marine butt when forced to. But it did have the military 
guys doing some cool tricks— like rappeling from skylights— that the 
scientist protagonist, Gordon Freeman, couldn't do. Now, thanks to 
Gearbox Software, you'll be able to experience the game from the other 
side of the battle — as a marine — in the upcoming HALF-LIFE expansion 
pack, OPPOSING FORCE. 

Fresh from the cancellation of PRAX WAR, the Gearbox team was ready to 
handle another military-theme game, and HALF-LIFE developers Valve Software 
gave them their blessing to do the expansion pack. Since the expansion game's 
time frame is the same as that of the original HALF-LIFE, Gearbox's Randy 
Pitchford {lead designer) has been meeting with key Valve personnel like Marc 
Laidlaw (writer) and Harry Teasley (design and mod guru) to make sure that 
OPPOSING FORCE fits in with the original game. 

The expansion will bring in seven new weapons and a whole new race of aliens 
taking part in the invasion of Xen. Gordon Freeman's trusty crowbar has been 
replaced by a pipe wrench capable of shattering the large, unbreakable crates from 
the previous game. Also, much like the original game's snarks, there will be another 
alien-turned-weapon: those pesky barnacles that waited up in the ceiling to pull you 
or your friend up into their mouths with their tentacles. Now you can carry one 
around and use it as a biological grappling hook on both people and walls. As for 
new enemies, you will discover another race of aliens, dubbed Race X, who become 
involved in the whole Xen/Border Worlds conflict. 

The design team is adding such new features as two-way radios for marines; 
they're also allowing marines to cut down doors that are in their way and letting 
players rappel down from heights. While the Gearbox crew isn't promising new 
multiplayer modes, they've tapped their contacts in the 3D industry and come up 
with choice designers to prepare some multiplayer maps. A HALF-LIFE death- 
match level made by levelord? We can't confirm, but it's not a stretch. 

We'll take a closer look at the title at the E3 show, but we're already plenty 
excited aboutplaying HALF-LlFE's bad guy. —Jhierry Nguyen 


CGW Updates 3D GameGauge 


F or a long time, 3D graphics perfor- 
mance testing was a black art in this 
industry. There were no established 
testing procedures that could accurately 
measure 3D performance with actual 
games and yield reliable data. In 1997 
CGiy introduced 3D GameGauge, a collec- 
tion of Direct3D and OpenGL 
games to be used for 
application-based 
testing. 3D 
GameGauge 
measures the 
frame-rates a 
graphics card gen- 
erates in six different 
3D games and reports a num- 
ber for each one; we used the total number 
to compare one card's performance against 
another. You've seen 3D GameGauge num- 
bers reported in CGkY whenever we review 
3D cards and systems, and we've received a 
lot of reader mail praising 3D GameGauge 
and offering some great ideas for improv- 
ing it. Well, a good thing just got better. 

So it is with much pomp and circum- 
stance that we're proud to announce 3D 
GameGauge 2.0, the 1999 version of 3D 


GameGauge. It has some pretty cool stuff, 
including an increased test resolution of 
1 024x76x1 6 and a much better genre 
spread, including shooters, sports, flight and 
space sims, and driving titles. New games 
in 3D GameGauge 2.0 include Valve's HALF- 
LIFE, Interplay's DESCENT 3, JANE'S WWII 
FiGHTEftS, POWERSLIDE, Epic Games' 

UNREAL, EA Sports' MADDEN 
99, and Rage's 
EXPENDABLE. And 
because many read- 
ers requested it, this 
year's final 3D 
GameGauge score will 
be an average of the 
games' frame-rates rather than a 
sum. That way, the final score looks more 
like a typical frame-rate you'd see in a 
game, and makes more sense. 

Look for 3D GameGauge 2.0 to make its 
print debut next month in our 3D card 
roundup featuring new hardware from 
nVidia, Matrox, S3, and 3dfx. And as if 
that's not enough, look for even more infor- 
mation about 3D GameGauge at its new 
online home at www.3dgamegauge.com. 

— Dave Salvator 



News Blurbs 


Recent Developments in the 
Computer Gaming World 


Violent Computer 
Games Under Attack 

C omputer gaming is under attack once 
again as lawmakers, psychologists, and 
others debate the relationship between vio- 
lent games and real acts of violence among 
teens. In April, the parents of three slain 
Kentucky teenagers filed a S130 million law- 
suit against a group of game companies and 
other media outlets, blaming the influence 
of media violence for inspiring the 
December 1. 1997, incident in Paducah, 
Kentucky, in which a 14-year-old boy 
brought six guns to his high school and 
opened fire. The boy's computer, seized by 
police, contained a number of games, such 
as DOOM and QUAKE. Named in the suit 
were Acclaim, Activision, Apogee, Atari, 
Capcom, Eidos, GT Interactive, id. Interplay, 
Midway, Nintendo, Sega, Sony, and 
Squaresoft. 

As we went to press, the horrific mas- 
sacre at Columbine High School in Colorado 
prompted Pennsylvania state senator Jack 
Wagner to introduce legislation making it an 
offense to sell or rent violent video games 


(as determined by the Entertainment 
Software Ratings Board) to minors under 
age 18. Similar proposed legislation is also 
on the table in Arkansas, Washington, and 
Minnesota. Computer Gaming World liojres 
to cover botli the news and viewpoints sur- 
rounding this deeply complex story in 
upcoming issues. 

WARBIRDS Developers 
Fly the Coop 

On Friday. April 23, a resignation 
was tendered by the entire Grape- 
vine, Texas-based I-Magic Online 
development group. A team member 
told CGW that although slated to 
relocate to Interactive Magic’s North 
Carolina headquarters, they decided 
instead to stay in Texas to form their 
own game design company, Playnet. 
A source close to I-Magic told us that 
the parting is amicable, and that tire 
Grapevine group was working with I- 
Magic and former MPG-Net staffers 
to ease the transition of development 
to the North Carolina offices. Still. 


CGW UPDAnS 30 GAMEGAUGE • 5. 10, 15 YEARS AGO • NEWS 


f S IO, and 15 

Years Ago in CGW 


What We Were Writing About 
While You Were in Diapers 

15 Years Ago 

Johnny Wilson reviewed the surprisingly 
fun PRESIDENT ELECT 
in our August issue 
(there was no July 
ish that year). Try 
as he might, he 
couldn’t stop the 
Gipper from rolling 
over the demos and 
landing a second 
term of office. "It 
wasn’t a great deal 
of fun to run Mondale against Reagan 
under historical conditions," Wilson 
wrote. Apparently Jesse Jackson didn’t 
fare so well either. Fifteen years later, 
we were rooting around for an update 
that would allow us to run Johnny Wilson 
against Dan Quayle in 2000. 

10 Years Ago 

Our July 1989 issue featured an ad for 
a game called OMNICRON CONSPIRACY, 
which painted a pretty picture; "You'll be 
tempted with 
cheap booze, 
wild sex and 
mind-altering 
drugs. You'll be 
chased across 
six planets by 
crazed religious 
cultists, vicious 
droid assassins 
and horny 
women. You'll have the time of your 
life.” Promises, promises. That’s what 
they told us when we moved to San 
Francisco, too. 

5 Years Ago 

Back in '94, before QUAKE was even a 
twinkle in his eye, we had started to see 
the light and were practicing to "be 
Romero's bitch.” He didn’t have a 
"Testosterosa” yet like his boss, pimp- 
daddy Carmack, but we were blowing 
smoke up his rear end anyway for being 
a top-notch level 
designer and 
“Deathmatch 
Diety.” When he 
actually starts 
making games 
again, we promise 
to stop making fun 
of him. ..as long as 
they don't suck. 





I 


/.computergaming. ( 


COMPUTER GAMING WORlD»JULY 1999 






ONLY A SELECT FEW IN THE GALAXY 



HAVE BLOWN THE MILLENNIUM FALCON. 


AND UNLESS YOU REACH THE FINAL BATTLE, IT WILL STAY THAT WAY. 

players will clash with Imperial fighters in spectacular 3D 
missions. Finally, if you’re worthy, you will find yourself in the 
cockpit of the legendary Millennium Falcon, flying against 
the massive Imperial fleet in the climactic. |HH|||||H 
Battle of Endor. Ultimately, it will be your 
agility, resolve and combat skills in these 
maneuvers that will determine your destiny. 

Not to mention, the fate of the entire galaxy. 
www.lucasarts.com/products/alliance •vwvw.starwars.com 


/ M-mm \ 

ILLimZ 


©Lucasfilm Ltd All rights reserved. Used under authorization. 


PIPELINE 

Send notices to: cgwpipeline@zd.com 

A-IO Waithog Jane's/EA 

Q3 '99 

Age <rf Emiriree U EiwMiUe/Mkrosoft 

Q3 '99 

Anachronox Eidos 

Q3’99 

AxU A Allies Expamlm Hsabfo Interactive 

04 '99 

S^lon 5 Space Combat Sierra F/X 

04 '99 

BatUezone 2 Activision 

Q3'99 

Beneath Activisiofl 

03 '99 

Chessmaster 7000 MIndscape 

Q3 '99 

CIvD War Genends 3 Impreeslons/Slerra 

Q3'99 

Creatures Adventures MIndscspe 

03 '99 

1 Conquest: Front Wars Digital AnWI/Mktosofl qs '95 1 

Daifcatana Ion Storm/Eidoa 

03 '99 

Dwh Reign 2 Activision 

03 '99 

Dsryl F. Gates’ PoUee Quest: SWAT 2 Sierra 

Q3 '99 

Dsstaoyer Command SSI 

03*99 

DIaMoll Blizzard 


Diplomacy Avalon Hill/Hasbro Interactive 

03 '99 

Drakan Psygnosis 

03 '99 

Flash Point interactive Magic 

03 '99 

nigM Unlimited IIIEA 

02 '99 

Fiy]Q.0.D. 

Q3 '99 

Gabriel Knlglit 3 Sierra Studios 

Q2'99 

Giants Interplay 

03 '99 

Heavy MeUI FXK.K.2 6.O.D. 

04 '99 

Hidden and Dangerous TakmSoft/Talie 2 

Q3'99 

High Heat Baseball 2000 3D0 

02 '99 

Indiana Jpnes/Infemal Machine LueasArts 

03 '99 

Interstate '82 ActtvMon 

03 '99 

Jane’s F/A-18 Jane's/EA 

04 '99 

Kingpin Intetplay 


Loose Caimon Microsoft 

04 '99 

Madden 2000 EA Spoita 


MaxJm.um Overkill Novalo^c 

03 '99 

Max Payne G.O.D. 

03 '99 

MechWarrIor HI MlcioProse 

02 '99 

Messiah Shlnv/lnterolav 


Metal Fatigue Psygnosla 

Q3 '99 

MiG Alley Empire 

Q3'99 

Mysl: Collectora' Edition Red Oib 

03 '99 

NASCAR Racing III Sierra Sports 

03 '99 

Need for Speed: High Stakes EA 

03 <99 

Nocturne G.O.D. 

04*99 

Omikron Eidos 

03 '99 

Outcast Infogrames 


Panzer GenerM 3D SSI 

03 '99 

Planescape: Torment Interlay 

Q3 '99 

Point of Atteek HPS Simulations 

03 '99 

Pftnco of Persia 3D Red Orb 

03*99 

Quake III Arena Id Software 

TBA 

Re*V6HAeclelm 

03 '99 

SepterraCore Monolitii 

03 '99 

Settlers III: Quest of the Amazons Blue Byte 

03 '99 

Seven lOngdpms II Interactive Magic 

03 *99 

Sbadowpaet Blue Byta 

04 '99 

SDent Hunter II SSI 

03 '99 

Soldier of Fortune Reven/ActivMon 

Q3’99 

Starleneer OigRaJ AnyD/Mlerosoft 

04 ‘99 

Star Trek: Kllngon Academy Interplay 

03 '99 

Star Trek: New WoiMs bitemlav 

03 '99 

1 Sts Trek: SLfteet Com. Qulcksllver,^nterplayq3'99 1 

Swords & Sorcery Westwood 

03*99 



Team Fortress li Valve/Sierra 

04 '99 

Total Annihilation: Kingdoms Caved<4 

03 '99 

Ultima Ascension prlgln/EA 

04 '99 

vampire: The Masquerade Activision 

04 '99 

VVartiammer4Gk:RitesofW«Dreamrorge/SSI Q3’99 1 

Wailotds Prophecy SSQ SSI/Red Orb 

03 '99 

Werewotf ASC Games 

04 '99 

Wheel of Time GT/Legend 

Q3'99 

WBd, Wild West SouthPeak 

Q4'99 

Wings of Destiny Psygnosis 

03 '99 





tliis means signifi- 
cant updates of 
WARBIRDS and 
DAWN OF ACES are 
unlikely for a while, 
while new develop- 
ers come up to speed 
on the code. A group 
at I-Magic had been 
working with the 

WARBIRDS code for a now-shelved retail game, so the out- 
look for WARBIRDS fans isn't as dark as it would be if new 
programmers had to start from scratch. In addition, I-Magic 
is reportedly in talks with Playnet about future products. 

April's resignations follow the earlier departure of 
WARBIRDS creators Dale Addink and Doug Balmos, 
reportedly over creative differences with I-Magic's "Wild 
Bill" Stealey. — Denny Atkin 

Microsoft Buys Access Software 

One of the last major independents gaming companies 
is independent no longer. In April, Microsoft acquired 
Access Software, the Sait Lake City-based makers of the 
long-running, award-winning LINKS golf series and Tex 
Murphy adventure games. The move was welcomed by 
Access, who will now have Microsoft’s publishing and 


THE GOOD 

I • BASEBALL FEVER EveiyHiing 
I else may suck these days, so 
I thank goodness for baseball. And 
j Blank goodness for 3D0's HIGH 
HEAT 2000, the best PC baseball 
game in years. 

• GOOD CYBERPUNK With The Mabix and eXistenZ, 
Kollyvvood finally does justice to cyberpunk and to com- 
puter gaming. (Tmr doesn't count) 




THE BAD 

• eBAY We love eBay. TliaPs why 
we hate it The online auction 
I service is such an amazing 
I repository of great stuff, that the 
I CGW editors are wasting too 
I much of their time and pay- 
I checks when they should be playing games instead. 

I Make it go away. 

I * POKEMON FEVER Forgive us if we don't jump on the 
bandwagon for the latest money-sucking gimmick des- 
tined to reside at the bottom of kids’ closets everywhere, 
right next to the Tickle Me □mos, Furbies, and Scratch- 
n-Sniff Johnny Wilsons. 


THEUGUr 

• NO MO' JOE Joe Vallina: 
deadline fescist, bubba lover. 
The man who popularized the 
phrase “eat it” at the CGW 
office. A lurking weasel in 
deathmatches. Formeriy a real 
cool dude. Now he works for 
someone else. 

Good luck, Joe. You bastard! 



NEWS • PIPEUNE • WEB PICKS 



Instead of surfing the Web this 
month, we'd like to suggest a 
different form of activity. Turn 
off your computer. Go outside. 
Breathe the fresh air. Exercise. 
Hey — don't go away! We 
were just kidding! The sun's 
bad for you. exercise is over- 
rated, and you're much safer 
in your room. 

Here are some of the Web sites 
that caught the CGW editors' 
eyes this month. Be sure, too, 
to check out 

vvwvv.gamespot.com for the 
best gaming news, reviews, 
and previews. 

Dave’s Pick 
http://www.loskene.com/ 
singalong/kirk.html 
The Captain lames T. Kirk 
Singalong Site. As the site says; 

" If you have never had the 
opportunity to hear Mr. Shatner 
sing, well, now you do. That is if 
you call it singing." 

Denny’s Pick 

www.voodooextreme.com 

Despite the 3dfx-centric name, 
Voodoo Extreme is actually a 
top-notch source of informa- 
tion on all things 3D. We like 
the irreverent attitude, but their 
fascination with Ron Jeremy is 
a bit disturbing. 

George’s Pick 

www.mp3spy.com 

Streaming audio that doesn't 
sound like AM radio. 

Jeff’s Pick 

www.planethalflife.com/ 

community/waiter/ 

"Walter's World," the surreal, 
ridiculous musings of one 
Walter Bennett, "a biochemist 
at the Black Mesa Research 
Facility," is a continuing minor 
masterpiece of a HALF-LiF£ col- 
umn by someone with way too 
much time on his hands. 

Johnny’s Pick 

www.trainorders.com 

This site is a must for rail fans 
and tycoons who can't get 
enough of RRT II: THE SECOND 
CENTURY. 

Robert’s Pick 

www.highheatbaseball.com 

An unofficial fan site, this site 
has good discussion boards, 
downloadable tune files, and 
other info for HIGH HEAT 
BASEBALL 2000. 

Tom's Pick 

www.games4mac.com/ 


/.romputer/jaming.f 


COMPUTER GAMING WORLD » JULY 1999 





1. Name, rank, and serial number, and tell us 
about your theatrical background. 

I'm Joseph Kucan, the Producing Director of 
Dramatic Assets at Westwood Studios. I direct 
all of the dramatic assets for Westwood prod- 
uct, including voice-over, film and video, texture 
models, and motion capture. I've been an actor 
since childhood. I spent four years on the staff 
of directors for IceFire Performance Croup, a 
touring theatre company, and 10 years as the 
educational director for the Rainbow Company, 
a repertory theatre company here in Vegas. I 
also spent a lot of years freelancing as a stage 
combat director, having trained to obtain profi- 
ciency in a number of period weapons and 
styles. When women ask me what I do for a liv- 
ing, I tell them I'm a rodeo clown. 

2. Has being Kane been a fun experience for 
you? 

Oh, you know, indoor work, no heavy lifting. 
Actually, it's pretty cool. The fans are the best- 
enthusiastic and loyal. And us video game char- 
acters make up a pretty exclusive club— Duke 
Nukem and I go out drinking every once in a 
while, and I've been dating Lara Croft for a cou- 
ple of months. 

3. Gotta ask about the hair. Tiberium poisoning? 
No, NOD barbers. You tell them "a little off the 
top" and this is what you get. But that's NOD— 
always with the overkill. 

4. Who's tougher? Kane or the Las Vegas casino 
bouncers? 

Kane, but only because he has more tanks. 
Caesar's Palace is putting in an obelisk next 
month, but somehow they've programmed it to 
work only on Californians. 

5. You were the lead in Westwood's MONOPOLY. 
Why didn't you play Rich Uncle Pennybags? 
Three reasons: (1) The top hat would hide my 
beautiful balditude. (2) I wouldn't get to carry a 
gun. (3) Kane gets more chicks. 

6. When can we expect a Kane action figure? 
Just as soon as our testers finish painting the 
goatees on all those leftover Jean-Luc Picard 
dolls. —Mark Asher 


distribution muscle to move their 
titles. According to Access presi- 
dent and CEO Bruce Carver, the 
company wOl retain its Salt Lake 
City headquarters and development 
teams to “keep the magic, and keep 
in touch with our loyal users, espe- 
cially for LINKS." Founded in 1982, 
Access goes way back with 
Microsoft, having produced many of 
the MICROSOFT GOLF titles using 
LINKS code. Microsoft Games Group 
general manager Ed Fries said that 
the current plan is to retain the 
Access and LINKS names, and to 
keep MICROSOFT GOLF around at a 
low ($19.95) price point for more 
casual golf fans. And Tex Murphy? 
"He’s in a holding pattern for now," 
according to Carver. 

Infogrames Buys 
Accolade 

Also in the acquisitions depart- 
ment, French game publisher 
Infogrames Entertainment 
announced this April their purchase 
of San Jose-based Accolade, the 
company behind the HARDBALL and 
TEST DRIVE franchises as well as 
the upcoming, highly anticipated 
SLAVE ZERO. Like Havas Interactive, 
another French gaming company, 
Infogrames is serious about expand- 
ing its base in the United States, so 
the appeal of Accolade is obvious. 
Accolade, meanwhile, is in desper- 
ate need of a hit with SLAVE ZERO, 
as its most Irigh-profile franchises 
have fallen on hard times in the last 
couple of years, following a series of 
mediocre releases. 



Site dedicated to petitioning game pub- 
lishers to offer Mac versions of popular 
titles like GRIM FANDANGO and 
BALDUR’S GATE. 



MPMan F20 Eiger Labs' 

MPMan doesn't have the 
slick controls of Diamond's 
Rio, but it does have a nice 
bass boost feature as well as a } 
slick leather belt clip. Now that 
there's competition on the MP3 player " 
front, we'li likely see lower prices. These 
pager-sized digital music players are 
addictive, and there are thousands of 
legitimate songs available on the Web, or 
you can create your own MP3 files from 
your CD collection. 



MPMan F20, $199.95 (under $150 
street price), www.eigerlabs.com 

Coolness Factor: 4 — Digital tunes 
wherever you go. 

Geek Factor: 1 — Most people won't 
even notice it. 


EARTHMATE it may look like a ciga- 
rette case for scuba divers, but Delorme's 
Earthmate is actually a compact Global 
Positioning System (GPS) 
receiver. Attach it to your 
PC’s serial port or 
(with an adapter) to 
your Palm Pilot and you'll 
never be lost again. Load up 
the included Street Atlas USA 
6,0 and the system will even give 
you spoken directions as you drive. 

Earthmate, $199.95, 
www.deiorme.com 

Coolness Factor: 4 — Never get lost 
again. 

Geek Factor: 4 — It's bright yellow, 
and hard to spousally rationalize if you're 
not a hiker, boater, or pilot. 



Tchotchke 

of the„,Manth 


Tchatch‘ke ichach’ke): slang, from Yiddish: 
a cheap, ^owy trinket 

— American Heritage College Dictionaiy, Third Edition 

It's a fish. It's a pen. Ladies and gentlemen... the fish pen. 

Yes, the fish pen, submitted by Sierra Sports to plug their new TROPHY BASS 3D, i 
definitive proof that a tchotchke doesn't have to necessarily be big, or flashy, or e 
remotely cool, to win CGW's prestigious Tchotchke of the Month award. The fish pen receives 
the honor not just because the idea that a gaming editor might actually want to write with 
this is a remarkably odd one, even for gaming marketing weasels, but also because it quite 
poignantly symbolizes what has become of the sporting giant that Sierra once was. From 
FRONT PAGE SPORTS to the fish pen: like the 1999 Chicago Bulls, this is one hard fall. Oh well, 
at least we have the bull riding game to look forward to. 





COMPUTER GAMING WORLD « JULY 1999 


.'.compLitergaming.com 



EVERY MOVE IS PATTERNED AFTER REAL 
HUMAN BEINGS... 





EXCEPT THE RETURNING-FROM-THE-DEAD PART. 


INTRODUCING LOCKE - an ancient warrior 
whose moves are so lifelike, it's hard to believe he's 
been dead for 10,000 years. Resurrected for the noble 
purpose of savin? the daughter of a warlord, Locke 
goes about his business in an anything but noble fashion 
-hacking, slashing and otherwise mutilating a field of 
enemies that don’t go down easy. Which is precisely 
why Locke has such an intricate fighting system that 
features real-time attacks, combinations, and fatalities 


as well as stealth mode for slitting throats, projectile 
weapons to kill from afar, and ]0 magic spells. Of 
course, if 25 types of enemies aren't enough for you, try 
the multi-player mode that invites up to 4 people in 
deathmatch and dungeon fare. Revenant is a living, 
breathing, and often horrifying world filled with caves, 
dungeons, ruins and many more customizable levels to 
explore. But no matter where you go with Locke, we 
think you'll agree: Life is better the second time around. 





C I N E M A T I X 




•W. 


Enter tlie Revenant World dt 
ibj* V • www.eidosinteractive.coni 


CINEMATIX STUDIOS b o trodemark et anemcitix Studio*, Inc. REVtNAMT U a trodecnork of Eldo*, WC. 9 19^E{do«, PIC Eidos Intaruclive U a rogislwd trodomork of Ei^», 
PLC. ® 1999 Eidos, PIC O 1999 3Dfx tntorodivo, Ine, The 30fx tntoractivo lego i* a trademark of 3Dfx Intoroctive, tnc. In the USA end In other s^ect eoortfrie*. The ratings kon 
is o trademark of the Interactive Digital Software Asseciolien. AH rights rested. 




ne Itzetime isnt enoug 


eiDOS 

INTERACTIVE 

Go to #151 @ www.computergammg.com/infolink 



Destroying your enemies 


ISN’T ENOUGH... 



"The elaborate architecture within these 3D 
environments is some of the best Next 
Qeneration has seen on the PlayStation," 

-Next Qeneration 



As Raziel, stalk the shadows of 
Nosgoth hunting your vampire 
brethren. Impale them with 
spears. Incinerate them with 
torches. Drown them in water. 
No matter how you destroy 
them, you must feed on their 
souls to sustain your quest - 


* 



Ihc spectral plane 
and confront unique enemies and 
gameplay challenges 


the ruin of your creator, Kain. real-time between the matci ial 

and spectral planes 

Dark gothic story 


"...the completely revamped sequel to 
Legacy of Kain promises high immersion factor." 

-Spin 


1 E6 

® ROM 


PlayStation 





.You MUST 

DEVOUR THEIR SOULS 



‘ ‘'it' 

eiDOs 

"-4., 


wm/.crystald.coin 

vmw. efdoslMBracUve.com 

Go to #272 

@ www.computergaming.com/infolink 




Let Freedom reign 



F ollow in the footsteps of Scottish hero, William 

Wallace, as you unite clans, overcome the might of 
the English army and guarantee freedom for all future 
generations of Scots. 



Based on the award-winning motion picture starring Mel 
Gibson, Braveheart combines a free-flovv, real-time strategy 
engine with an expansive global management system. 


In this historically accurate epic, there are no consolation 
prizes in the battle for freedom. 


♦> Allows individual control of on-screen Wirriors going far 
beyond the traditional limits of unit management. 

❖ Historically accurate 3D battlefields, using'satellite data 
to 50 square meters, tests tactical and strategie^skills. 

❖ Seamlessly combines real-time gameplay within a 
turn-based, build an empire world. 

❖ Choose among 16 historically accurate clans in your 
battle to restore freedom to Scotland. 

❖ Multiplayer scenarios for up to 8 players on LAN or 
internet in both co-op or competitive modes. 







EIDOS and TOMB RAIDER are registered trademarks ol Eidos Interactive. Inc. and Core 
Design Ltd. CORE and LARA CROFT are trademarks ol Core Design Ltd. Copyright 1999 
Core Design Ltd. All rights reserved. 


Go to #290 @ www.computergaming.com/mfolink 


Lara's adventures aren't over yet. Join her in a 

continuation of Tomb Raider II in 

the Golden Mask levels. Explore abandoned 
mine shafts in Alaska and discover a strange and 
hidden world of adventure. Many more 

secrets await yea as Lara 
uncovers the secret of the 

/ Golden Mask. 

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• 4 Never Before Seen Levels 

• New Enemies 




• Strange New Worlds 


Win REAL GOLD! 


Find out how you can win REAL GOLD in 
the Tomb Raider II Gold contest and get a 
sneak peek of the game by downloading 
one of the new levels at 
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Battlezonell 


Sequel to Cult Hit Has 
Big Shoes to Fill 

by Tom Price 

T here's a quote by some 
quasi-famous rock critic 

about the Velvet Underground that 
goes something like. "Not that 
many people heard them, but 
everyone who did went out and started a band 
of their own." I won't suggest that everyone 
who has ever played 6ATTLE20NE is going to go 
out and start developing games, but you never 
know. The point is, the fact that something isn't 
hugely popular doesn't mean it sucks (and 
being the winner of CGW's 1998 Action Game 
of the Year award is definitely somewhere north 
of sucks). 

Adding to the unique action/strategy game- 
play of the original in nearly every way, the 
exclusive pre-alpha build of BATTLEZONE II {BZ2) 
that CGW editors have been playing over the 
last couple of weeks not only doesn't suck, It 
may even be our first valid candidate for 1999 
Action Game of the Year. The gameplay is deep- 
er, the vehicles sexier, the worlds more exotic, 
the Al more I, the graphics more beautiful than 
In the original. 

E.T. Go Home 

The story for BZ2 picks up a few years after 
the end of BATTLEZONE. The "real" cold war is 
over and the NSA and CCA have settled their 
differences and are now united as the ISDF 
(Inter-Stellar Defense Force), dedicated to 
bravely going where no battle tank has gone 
before. Opposing the Earth's quest for bio-metal 
and plans for planetary expansion are the 
Scion, a mysterious alien race. Symbolically 
beginning at an ISDF outpost on Pluto, the 
action quickly moves (thanks to the neighbor- 

I Battleione ll I 


GENRE: Action/Strategy 
RELEASE DATE: Q3 '99 
DEVELOPER: Pandemic Studios 
PUBLISHER: Activision 


hood wormhole) to the exotic worlds of a dis- 
tant solar system. 

One of these worlds, Myer, is populated with 
fire red and orange trees, bubbling opalescent 
pools of goo, and lumbering plucked-chicken-a- 
saurs. The creatures actually have an effect on 
gameplay, preying on pilots on foot. According 
to Pandemic, this was done as a balancing 
move to counteract the power a pilot on foot 
has with a sniper rifle. Too many people were 
just bailing out of their tanks and sniping 
enemy craft from afar. Now you'll have to worry 
about getting devoured out in the open. 

BATTLEZONE's interface was one of the ele- 
ments that made that game great and BZ2 
uses essentially the same command system, but 
with some small yet significant changes. The 
developers decided that what was realty miss- 
ing in the command interface was the ability to 
easily control groups of friendly vehicles. 
Support craft are now automatically hot-keyed 
as individuals and groups. This makes it quicker 
and easier to issue commands to your ships in 
the field, which in turn should make it much 


easier to manage your resources when you're in 
die middle of a firefight. 

Baby, You Can Drive My Tank 

Among the cooler aspects of BATTLEZONE 
were the vehicles. The Grizzly tank, the scout, 
and other various hover-vehicles offered a cool 
combination of futuristic technology and cold- 
war design. Well, the Grizzly's back, (this year's 
model anyway), and it's joined by over 30 new 
vehicles sporting brand-new physics engines 
that are built to travel over land, air, and sea. 
Before you get too excited at the prospect of 
piloting aircraft, understand that the two craft 
capable of flight, the bomber and the armored 
personnel carrier, aren't player-controlled. 
Instead, they swoop In when ordered to deliver 
either footsoldiers or a load of bombs to a tar- 
get area. The troops you deploy will be able to 
carry 25 different weapons, including mortars 
and bazookas. 

Ground vehicles are divided into three cate- 
gories; hovering, tracked, and biped. Tracked 
vehicles are new to BATTLEZONE, and most of 



COMPUTER GAMING WORLD » JULY 1999 




the utility vehicles are in that category. Those 
vehicles won't be able to cross water or other 
obstacles that a hover-tank would glide right 
over, although the increased ability of the 
construction bots allows you to build bridges 
to overcome water obstacles. Your old 
favorites like the recyder will be back, along 
with other helper vehicles that will resupply 
you in the field. 

Walkers will have limitations similar to those 
of tracked vehicles. They’ll utilize skeletal ani- 
mations and "process" animation (where 
movement is defined not by a human program- 
mer but through mathematical operations that 
adhere closely to the physics model). 

This time around, water will be playing a big 
role, so naturally there will be vehicles that 
travel exclusively underwater. A scout sub is 
modeled on the build we saw, and it looked 
really cool. 

The vehicles controlled by the alien force, the 
Scion, look more, well, alien, and they are 
based on a development tree entirely different 
from that of the ISDF. Most of them will be able 
to transform into a different ship, with different 
weapons, physics, and other characteristics. For 
instance, a Scion tank will be able to morph 
into a scout 


War Is Beautiful 

BZ2 is utilizing a brand-new graphics engine, 
and in the build we saw it looked absolutely 
amazing. Explosions are virtual flower blos- 
soms of fire, streaking debris and billowing 
smoke. I guarantee that the first time a Scion 
tank erupts in front of you you'll be oohing and 


IT'S BEAUTIFUL, MAN Explosions 
show off the power of the new 
graphics engine nicely. 


They are also working on some anti-cheat mea- 
sures to prevent online players from flooding 
their own ranks with, say, mortar bikes, to give 
themselves an advantage. 

Developers at Pandemic have put a lot more 
effort into making the Ai more human. Aside 
from enhandng the realism of single-player 
gameplay, the new AI will make it much more 
difficult to distinguish between human and bot 
opponents in multiplayer. Formerly, some online 
gamers were able to tell whether hover-tanks 
in their sights were driven by human oppo- 
nents orAI wingmen simply by looking for 
tanks that strafe or 
that occasionally 
run away — a dead 
giveaway that your 
nemesis is driving 
and is therefore 
your primary target. 
Now, all computer- 
driven craft will try 
to behave more like 
live gamers. 

In a move that is 
sure to please hard- 
core fans of the 
title, a map editor 
will be included in 
BAHLEZONE II.You'll 
be allowed to edit 
terrain, change tex- 
tures, and add 
buildings and 
wildlife. The 
Pandemic team is 
making a smart 
move in giving 
gamers more developing power; the more 
user mods created, the longer a game gets 
played — and the greater the chance for peo- 
ple to discover it. 

Pandemic, wisely, followed the adage "If it 
ain't broke, don't fix it" in developing this 
sequel. BATTLEZONE was a sublime title that 
developed a small yet fervent following of 
serious gamers. Those fans can be hard to 
please, but the significant improvements that 
appear to be in store for BATTLEZONE II sug- 
gest that those people won't be disappoint- 
ed. And if there is any justice in the world, 
BATTLEZONE II will attract new fans and be 
the hit that BZ1 should have been. 


aahing like Cletus the slack-jawed yokel at his 
first Sea World 4th of July fireworks show. The 
new graphics engine also helps make the 
worlds themselves more fully realized and 
beautiful. Basic terrain is similar to that of the 
first game, but with the new flora and fauna, 
the worlds are much more alive than the deso- 
late moons that served as the backdrop for 
BAHLEZONE. 

Significant improvements are being made to 
the multiplayer game, focusing on the death- 
match and real-time-strategy modes and 
enhanced teamplay (which should feature 
some TEAM FORTRESS-style play, with defender, 
attacker, and commander character classes). 



tf-computeigatiiing.c 





nne McCaffrey had the right idea when she decided to write books about riding 
dragons as opposed to merely slaying them. Dragons have traditionally been presented in 
• tL fantasy works as powerful enemies that you had to kill. But most people I know would rather 
have control over a dragon than vanquish it. Now DRAKAN: ORDER OF THE FLAME, the first game from 
Surreal Software, gives gamers a chance to experience the rush of riding and controlling a dragon. 

DRAKAN began life at Surreal as a technology demo of an underwater scuba diving game. Then, 
perhaps as a result of playing too much DUNGEON KEEPER, the developers came up with the idea of a 
game in which you could be a flying dragon. Their underwater-game engine seemed perfect for it. 

But an engine, however sexy, does not by itself make for a compelling game. So DRAKAN spins a 
story in which you play Rynn, a beautiful warrior girl who ends up on a fantastic and dangerous quest 
to find her destiny and her family. One evening, Rynn and her little brother, Dylan, are walking home 
to their village when suddenly they are ambushed by a group of fierce, growling Wartoks. Drawing 
swords, Rynn and Dylan slay a few Wartoks, only to have the match end when the few remaining 
beasts charge and knock Rynn to the ground, leaving her for dead. 

When Rynn awakens, her brother is nowhere to be found. Returning to her village, she discovers it 
has been attacked and the villagers have been carried off. A dying village elder tells Rynn of a book 
that can summon Arokh, the last surviving dragon of the Order. Eventually, Rynn and Arokh go 
through a bonding ritual to become dragon and rider, and they set off on a quest to discover the fate 


It's a Matter of Scale in Psygnosis' Gorgeous Dragon Sim 



FASHION SENSE While Rynn is probably as top-heavy as Lara 
Croft, at least she has the sense to wear pants and some pro- 
tective armor. 


Drakan 


GENRE: Action 
RELEASE DATE: Q3'g9 
DEVELOPER: Psygnosis 
PUBLISHER: Surreal Software 


of the other villagers and 
find Dylan. Along the 
way. Rynn will have to 
rediscover the lost Order 
of the Flame and, 
through her special bond 
with Arokh, effect its 
rebirth. 

Flying High 

The 3D engine, which 
delivers a high degree of 
performance, was 
designed especially to 
accommodate scaling, 
This means you can be 
hovering high over a for- 
est of tiny trees and then 
plunge down to swoop in 
among the branches, and 
as you get closer, more 
and more detail is 
revealed. The world 
geometry is stored in lay- 
ers. which can be mor- 
phed and shaped. When rendered togeth- 
er, multiple layers appear seamless, and 
the design also emphasizes model sharing. 
Each object in the world— a tree, for 
instance — can have its own data, sounds, 
and textures, yet the mesh geometry is 
reused throughout the game. 



The six distinct environments that make 
up the worlds of DRAKAN are stunningly 
beautiful. Large amounts of detail in the 
picturesque landscapes make them 
extremely realistic. The lovely night skies 
blend effortlessly with the ambient sounds 
of the forest; chirping crickets, the cries of 
birds, running water. Everydiing works 
togedier to convey a magical fairy-tale 
experience. 

After bonding with Arokh, Rynn follows 
the trail of her brother's captors, journey- 
ing through a series of winding canyons to 
discover the Grimstone mines where the 
villagers have been taken. Emerging on the 
other side of the mountains, she encoun- 
ters a lost tropical sea and journeys among 
its mysterious islands. Eventually she 
comes to the legendary city of Alwarren, 
built within the lava tubes of an ancient 
volcano. Each level seems to provide 
around two to three hours of play, and 
more if you really explore them. As you 
move further into the game the landscapes 
become wilder and more fantastical. When 
you move from one to another there is a 
short pause as the new level loads, but 
then action picks right back up. The 
feeling that you have been pulled into this 
magical world is never disturbed by static 
loading screens; even the in-game engine 
manages to seamlessly convey all the sto- 
ryline cut-scenes. 

According to lead programmer Stewart 
Denman, one of the most interesting 
aspects of developing the game was the 
creation of the integrated ground and aeri- 
al combat system. Every attempt was 
made to make it easy to learn but also to 
allow its depth to be revealed as play pro- 
gresses. There is a bond between Rynn and 
Arokh, and this symbiotic relationship is 
reinforced by the game's controls. 

Playing DRAKAN should make action 
gamers feel right at home. There is a 
mouse-look feature that is a welcome car- 
ryover, as demonstrated by HERETIC II, from 
the first-person genre. Hard-core QUAKE 
players know that effective use of mouse 
look is critical for success in combat. 
DRAKAN is Directlnput-friendly, and the 
game offers a great deal of flexibility in 
configuring controls. 

Killing With Dragons, Not 
Killing Dragons 

Playing Rynn is lots of fun — she's not 
so much an acrobat, but she's quite the 
fighter. Not that she can't jump (she can), 
but DRAKAN's style of gamepiay is more 
oriented toward combat and, when the sit- 
uation does not favor fighting, the use of 
stealth. Rynn prefers to travel and fight on 
dragon-back. She doesn't gain new abili- 
ties based on experience; rather, she 
advances by getting better weapons. There 
are various magical weapons hidden with- 
in DRAKAN's worlds. Some of them are 
quite nifty, and each has a special effect, 


t COMPUTER GAMING WORLD* JULY 1999 


i/.computernamiiig.com 



like a sword wreathed in flames that ignites 
the creature it hits for added burn damage. 
The names, from John the Monster's Axe to 
Stewart's Hammer, add a lot of flavor as well. 

Aerial combat is a blast — literally. Arokh 
has a variety of breath spells beyond basic 
fire breathing, including ice and poison gas. 
The flight model is designed to seem natural 
and to minimize disorientation. The dragon i' 
a more stable firing platform when he is 
hovering than when moving, but circle 
strafing seems very effective against 
flying monsters like other dragons 
and giant insects. Arokh is sus- 
ceptible to environmental 
effects; occasionally he'll 
be blown around by 
updrafts, for exam- 
ple. DRAKAN sup- 
ports multi- 
player 
death- 
match 

action for up to eight players over a LAN or 
the Internet. 

The monsters can cooperate with each 
other in combat If a lone Wartok sights Rynn 
he may go and get other Wartoks and come 
back with them. Wartoks can also exhibit 
degrees of alarm. For example, a Wartok may 
think he sees something moving in the shad- 
ows, and, not being sure if it is a threat, may 
choose to investigate before raising the 
alarm. There is a creature even bigger than 


CC-ROM 


Arokh called the War Giant; one step, and 
squish, The War Giant will pick up and throw 
artything it can get its hands on, including 
you. Rynn must sneak past this creature. The 
Al fires a beam of sight from the eyes of the 
giant, and he can spot Rynn if she moves into 
his line-of-sight. 

DRAKAN delivers fast action, a wondrously 
deep storyline, and some of the most immer- 
sive and beautiful 3D environments yet to 
appear in a game. With a few exceptions, 
most adventure or action games that use a 
third-person perspective have been disap- 
pointing for one reason or another. 
Either gameplay is cliched or camera 
control is awkward; often there are 
1 nightmare levels of repetitive plat- 
form jumping. DRAKAN, which at the 
time of this writing is just about to 
begin beta testing, could well 
change ail that. We can't wait to 
see if this is the game that breathes 
new life into the third-person genre, 
upping the ante for what we'll 
come to expect from such games in 
the future. 




I WANNA FLY AWAY Alwarren is just one of the six 
main environments you'll fly through in DRAKAN. 






Can Empire's Korean War Sim Challenge FALCON 4.0? 




rn»r 


Cfia^rt 

Sirianju 


I Mig alien I 


I t was the pinnacle of the dogfight. 
The Korean War was the last of the 
pre-missile aerial conflicts, where 
getting a kill required the talent to 
get behind your enemy and stay 
there long enough to pump his airplane full 
of deadly lead. Unlike previous conflicts, 
much of the fighting involved jets on both 
sides, with chases at times pushing the 
sound barrier. Despite the unique and excit- 
ing nature of the conflict however, it’s 
rarely been visited in computer games. 

Now Empire and FLYING CORPS developer 
Rowan Software are giving the Korean con- 
flict the attention it deserves with MiG 
ALLEY, a sim that looks set to challenge 
FALCON 4.0 in depth and CHUCK YEAGER’S 
AIR COMBAT in excitement 


by Denny Atkin ; 


Aces Over the Yalit 

Covering the entire course of the Korean War, MiG 
ALLEY lets you fly for either side. On the United States 
side, you'll be able to take the controls of the F-51 D 
Mustang, F-80 Shooting Star, F-84Thunderjet and the F- 
86A, F-86E, and F-86F Sabres. Other Allied aircraft such 
as F9F Panthers, A-1 Skyraiders, B-29 Superfortresses, and 
Gioster Meteors, will also 


make appearances, but 
they aren't player-flyable. 

!f you choose to fly for the 
forces of Communism, 
you'll be able to support 
your comrades fiying the 
MiG-15 and the improved 
MiG-1 5bis. 

The sim's flight models 
have a good feel; acceler- 
ated stalls, spins, and ener- 
gy bleed are well recreat- 
ed, for example. But what's 
particularly impressive Is 
the subtlety of the model- 
ing. Early jet engines were 
slow at spooling up to 
power, a characteristic that 
killed more than a few experienced pilots. That's modeled 
here, as are aircraft-specific characteristics such as the 
MiG-15's deadly double-spiral spin. For even deeper 
"feel," MIG ALLEY supports force-feedback joysticks. 

The early alpha version didn't yet have simplified flight 
models, but in the final release you'll be able to tune indi- 
vidual aspects of the mode! to best suit your flying 
prowess and experience, For example, if you're a beginner 
you'll be able to not only disable departures from con- 
trolled flight but also activate an autothrottle feature that 
will help you stay behind your target. Other options 


GENRE: Simulation • RELEASE DATE: Q3 '99 • DEVELOPER: Rowan • PUBLISHER: Empire Interactive 


include flame-outs, wind effects, spins, airframe stress, 
external store drag and weight, torque/slipstreaming, and 
spool-up time. 

The sim features virtual, 3D cockpits, rather than fixed 
bitmaps, that are replete with detail. Canopy reflections 
(which, although they've been appropriated by other 
sims, first appeared in an early MiG ALLEY screen shot) 
are particularly impressive, and they help you stay orient- 
ed when using padlock view. A full complement of 
scrolling and snap views helps maintain situational 
awareness. You'll be able to adjust target size to make up 
for the limited detail of the computer screen if you so 
choose, and toggle realistically restricted views, peripher- 
al vision cues, and automatic padlocking. 


Sightseeing 

Aircraft models are sharp, with detailed textures, 
moving control surfaces, and intricately modeled land- 
ing gear and speed brakes. Damage textures will indi- 
cate bullet hits on your jet and the enemy. 

The graphics engine has seen a complete rewrite 
since FLYING CORPS. With rolling hills and a wide vari- 
ety of textures, it loses the "photo on a tabletop" feel 
of the earlier sim. Details abound, including roadways, 
bridges, buildings, and nicely textured runways. 

Terrain is based on actual aerial photography from 
the era as welt as on later satellite imagery. 

In addition to a wide variety of aerial targets, you'll 
find a ground war going on as well. Tanks and other 
vehicles are there now, and the developers promise 
that you'll be able to see individual soldiers scattering 
across the battlefield. Although special effects were 
still preliminary in the version I flew, Rowan promises 
impressive effects in the final version, including rocket 
smoke, tracers, and napalm explosions, 

One very welcome feature that I was unable to test 
in the alpha version was a flight recorder, which will 
let you replay your combat missions. Particularly 
intriguing is a gun camera option, which will activate 
the camera when you press the trigger and leave it on 


COMPUTER GAMING WORLD » JULY 1999 




long enough for weapons (air and 
ground) to hit home. 


air cover. 


On to the 
ParaHel 

Multiplayer fans will 
be happy to know that 
in addition to playing 
deathmatch and team 
melee missions you'll 
also be able to fly coop- 
eratively and antagonis- 
tically in single missions 
and in the campaign. 
You'll even have the 
option of customizing 
the nose art of your 
plane in multiplayer 
missions. 

Looking at the alpha 
version, it’s easy to see 
how this title has been 
delayed — its campaign 
looks nearly as ambi- 
tious as FALCON 4.0's, 
Empire says the sim 
will be ready for 
release in July, but 
from the completion 
level at press time that 
seems a little opti- 
mistic. Still, it appears 
MiG ALLEY will be well 
worth the wait. 


mi. 


Battle Hardened 

MiG ALLEY will feature instant- 
action combat, as well as single mis- 
sions that will help you earn your 
wings. The real meat, though, comes in 
the dynamic campaign. You can play 
out the entire war as a campaign, or 
choose one of five sections of the war, 
such as the Chinese Intervention or 
the Spring Offensive. 

The Campaign Planner window is extremely powerful, yet quite accessible. The 
interface sports a docked row of buttons at the top of the screen and a scalable map 
of Korea below. Pop-up windows let you adjust mission parameters and view 
detailed information on weather, base status, mission frags, and other campaign- 
related matters. 

How much control you choose to take over the campaign is purely up to you. You 
can take on the role of a single pilot and just fly individual missions generated by the 
campaign engine, or you can micromanage strikes by up to 96 aircraft per mission 
session. Most players will probably go for a happy medium, adjusting the waypoints 
and target objectives of their own flight and related support flights. 

The Directives window gives you some influence over the campaign without forcing 
you to manage die details of every flight. Here you can diwy up your fighters and strike 
aircraftamong air superiority, chose, supply, airfield, rail, road, and army interdiction mis- 
sions, and the computer will generate the individual missions. The missions may actually 
consist of a number of 
flights. For instance, a sor- 
tie to take out a bridge 
may have B-26 bombers 
tasked with taking out the 
bridge, F-80 Shooting Stars 
taking out AAA sites, and 
F-84Thunderjets providing 


PRIME DIRECTIVE You can conO'oi the general tone of 
the campaign — rather than having to micromanage mis* 
sions — by setting target directives for combat flights. 



COMPUTER CAMINC WORLD > JULY 139^. 





CDME 

VISIT 

THE 

PSYCHD 

FRIENDS 

NETWORK 


Go to #060 @ www.computergaming.com/mfolink 









iiGlU 




In stores August 1999 

<91999 Hasbto Inlctacllva, biD. All HiehH (Itserved. 






pll^ 





SNEAK PREVIEWS 




Your Chance 
to Kick Rommel's 


Nazi Butt out 


of North Africa 


by Denny Atkin 






GENRE: Simulation 
RELEASE DATE: 04 '99 
DEVELOPER: Dynamix 
PUBLISHER: Sierra 


S and choked the engines, rendering expensive machines of war use* 
less hunks of metal. Soldiers fought in the desolate expanses of desert, hun- 
dreds of miles from supplies of ammo and water. North Africa during WWII was an 
unforgiving, inhospitable battlefield. Now Dynamix is giving you the opportunity to battle 
over this theater in DESERT FIGHTERS. 

S'sr£>Vl' 

It certainly doesn't sound glamorous, but die North African " Battle of Supplies" lends 
itself to a very strategic campaign, one where the sim's designers can cause individual 
pilots' actions to have a realistic effect on the progress of the war. In most circumstances 
a single mission having dramatic effects on the outcome of a campaign is pretty unrealis- 
■ tic, unless you happen to shoot down Yamamoto or Goering. But taking out a supply con- 
voy or shooting down a couple of loaded transport planes can cripple a force that’s push- 
ing its tines through the deep desert, cutting off vital fuel, ammo, parts, and rations. 

DESERT FIGHTERS features a dynamic campaign that tracks the progress of the war • • 
based on this supply-line theory, The types of missions generated and units encountered 
are based on the current supply levels on each side. Wipe out a series of enemy convoys 
and you'll likely face reduced opposition. But if your own supply lines start to get 
stretched out, expect to see fewer aircraft fielded on your own side. 

You can enter the campaign at four points in the war. Depending on which you 
choose, you'll fly 50 to 200 missions. When you're ready to fly, you'll be presented with 
an assortment of available campaign missions. Sortie types include sweep, offensive and 
defensive patrols, combat air patrol, scramble, and dose support. You'll be tasked with 
escorting light and heavy bomber raids, recon craft, mine-laying planes, and close-support 
aircraft. At times, you'll be tasked with interdicting supplies, communications, or infra- 
structure targets. There's no mission editing here — the sim puts you in the role of a pilot 
without planning responsibilities. 

Look for a variety of ground targets, including rail and vehicle 
bridges, mechanized columns, warship convoys, tanks, railroad stations 
marshalling yards, radar sites, infantry, and seaplane launches. And 
le most of the existing WWiI sims feature missions in which the only 
enemies you encounter are associated with your mission, here you'll be 
able to look foiward to plenty of random encounters. While 
flying, you may run into enemy fighte5 engaged 
with allied bombers, friendly aircraft 
attacking ground targets, or 
even vulnerable 
enemy subs 
resupplying on 
the surface next 
to a tender ship. 

Of course, if 
you're learning the 
sim and not ready 
to commit to a 50- 

mission tour, you can fly single missions as well. These are generated by the campaign 
engine (you’ll be able to adjust many settings, such as the types of missions and planes in 
the air, as in tlie ACES games), so you'll find lots of replayability here. 

Coordmafiijd Attacks 

DESERT FIGHTERS is staled to feature a robust set of muitipiayer options, Meiee and 
Team Melee games give players points for shooting down otiier players and destroying 
ground targets. King of the Hili is basically a game of tag. The "king" can score points for 
shooting down other aircraft, Other players become 
king (there will be one king for every eight fliers) by 
shooting down the current king. 

In the Courier game, one player on one team is 
given the task of being the.courier, and will be told 
to fly to a specific airfield to land. After landing, the 
pilot can rearm and refuel, and then he'll be given a 
new target to fly to. Each successful landing scores 
points for your team. Nobody else, friend or enemy, 
knows who the courier is, so he can choose to tell 
his buddies and have them fly escort or go it alone 
and let the others distract the enemy, 

Rnaily, there's War, which is similar to Team Melee 
but adds territory capture, target persistence, and 
airaaft repair to the equation. Airfields and strategic 


HUN AT 100 A Bf-109 skims the dunes. The sand tex- 
; ture gives a great sense of speed at low altitudes. 


. 66 , COMPUTER GAMING WORLD » JULY 199 




JERRY DOWN A 
Messerschmitt puffs 
smoke as it heads 
toward a crash landing. 
Dynamix is promising 
dramatic damage effects. 


mission, facing the same '• •• 
enemieSfc and get scored on 
their performance. 

Putting It All 
Together 

The attention to detail 
throughout the sim was evi- 
dent even in the early alpha 
version I took fora spin. 
Flight models will be adjustable, with 
the most realistic modes featur- 
ing stalls, spins, differing roll 
rates at various altitudes 
and airspeeds, and even 
compressibility buffet- 
ing. Characteristics of 
specific planes, such as 
the P-51's Dutch Roll 
problems, will also be 
modeled. Damage will 
affect how your plane han- 
dles. A damaged wing will have 
more drag than an undamaged one; 
damaged controls will reduce your control 
authority. 


lust Plane Cool 

A viation history bul& rejoice: DESERT 
FIGHTERS is going to give you an 
opportunity to fly some rarely simulated 
aircraft. Along with such staples as multi- 
ple models of the Hurricane, Spitfire, P-40, 
and Messerschmitt 109 (complete with the 
big tropical air filters on their noses), you'll 
be able to fly the Italian Macchi MC.200, 
MC.202, and MC.205, as well as the Stuka 
and Savoia-Marchetti SM.91. And Mustang 
fans will be given their first chance to fly 
the AUison-powered P-51A, as well as the 
A-36 Apache dive-bomber variant of the 
Mustang. The team also hopes to 
have time to slip in flyable ver- 
sions of the Bristol Beaufighter, 
FW-190. and P-39. 

Among the computer-con- 
trolled aircraft will be the 
Douglas A-20 Boston/Havoc, the 
Bristol Blenheim, the B-24 
} Liberator, Junkers Ju-52 and Ju-88, 

> and tbe Savoia-Marchetti SM-79. The 
team also hopes to work in planes such 
as the Westland Lysander, Fiesler Storch, 
Regianne Re-2001, and PBY Catalina. 


landmarks will have antitank and antiair- 
craft guns around them, Columns of tanks 
will head towards those targets, and if all 
the antitank guns have been knocked out 
around a target it's captured. 

These multiplayer modes will all sup- 
port up to 64 players via the Internet. If 
RED BARON 3D is any indication, perfor- 
mance should be pretty smooth even with 
that heavy a load. Dynamix developers 
also addressed those times when you 
have buddies over and you want to fly 
competitively, but you have only a single 
. computer. In Hotseat Swap mode, you'll 
fly a mission and then receive a score. 
Then your friends can fly the exact same 

V 




Go to #123 @ www.computergaming.com/infollnk 


i-uwciiLii, god-Uke phyj 

Experienced forester. 

Strikes fear into the heart of the 
most hardened villain. 

Sleeps with one eye open. 

Brooding. Mysterious. Intense. Intimidating. 
Known to many as Ray the Behcader. 

Wit and intelligence cliarm townspeople 
and defeat enemies. 

Willing to give life in the fight against the dragon. 
Raw animal magnetism makes nim quite 
popular with the wenches. 







Lead a gang, control turf, Duiid a power 
base and destroy your rivals on the mean 
streets of BeatDom. Real-time, mission- 
based urban action takes you where no 
game has gone. Compete head-to- 
head with up to four 
j,r players via 

Internet or LAN 


415/567-9501 
littp://www.hatb.cam 
email: beatdown@hotb.cam 


rrnronrBi DEVELOPED 8V 

®1998 HOT-B USA, Inc. and Soar Soltwara Carp, All righia reserved. HOT-B Is a registered trademark ol HOT-B USA, Inc. 

SOAR SOFTWARE Is a trademark ol Soar Sollware Corp. All olher Irademarfcs are the property ol their respective owners. 


GET READY FOR A 

BeatDom! 






ir.mn'^ir 


J^'irj:jfil£|lij 


FRAME JOB The 109'$ cockpit under 
construction in 3D Studio; all tiie 
planes will have full virtual cockpit 


DESERT FIGHTERS 


Although the Al was still in flight school in the version I looked at it ' 
has noteworthy aspirations. Computer pilots will took at the tactical 
situation and use boom-and-zoom or turning tactics, as appropriate. 

You should see planes executing real maneuvers, such as high yo-yos, ' . • 
while attacking targets. Skill, experience, and fatigue will figure into A! ' . 
pilot performance. 

Visuais were already impressive in tiie early version, witii sand tex- 
ture giving a good sense of speed at 
low altitude. Expert to see some 
impressive damage effects, but per- 
haps not to the "Hollywood" extent 
of WW2 FIGHTERS. Although the 
graphic engine is based on that of 
STARSEIGE: TRIBES, the amount of 
fogging has been significantly 
reduced, and you should have no 
problems viewing the horizon at a 
distance. Both 3dfx Glide and 
OpenGL will be supported. There 
should be plenty of aural stimula- 
tion, with lots of detail in the sound 
effects department. Expert different 
sounds, for instance, depending on 
what kind of shell is hitting your 
plane, and whether It's hitting solid 
metal or stressed skin. 

Witii a solid foundation from its 
predecessors and an admirable 
attention to detail, DESERT FIGHTERS 
looks promising. The unique fleet of 
aircraft alone has us anxious to join 
up. [•('i'.'i 





. ..nw , niMi liiti'i itTup. 

■ 

INSTANT GRATIFICATION Along 
vwth the d^amic campaign, tiie sim 
will also generate missions of vari- 
ous types on the fly. 



Devoted monk. i 

Servant of the Uaht. 

: Walks through the valley of death 
rwith a broad(sword. 

Charismatic faith healer whose personal charm 
w'ields enormous power. 

Sought out for his wisdom and loving kindness. 

• Held in reverence by all who cross his path. 
Dogmatic about saving souls from the 
dragon and the devil. 

Greatest triumph: releasing an entire 
village from an evil spell. 

Once stayed 30 lizardmen. And it was good. 
Vow of celibacy' tested daily due to the effect his 
otherworldly sex appeal has on the womenfolk. 


Go to #123 @ www.computergaming.com/infollnk 








A ll of a sudden, hybrid games are the Next Big Thing, as publishers try 
to break out of the genre niches for which they've become famous (or 
infamous). In this case, Interactive Magic's FLASH POINT seems 
designed to reach the fast-growing action-strategy market. 

The premise is that World War III has become a reality. In the aftermath of 
nuclear attacks by both sides in the war, the planet has been reduced to a 
wasteland, except for a series of islands named Abel, Cain, and Eden. Now, the 
two sides have agreed to fight a nice, traditional war on these islands, and 
whoever wins the battle wins the primo living space 
You'll be fighting in one of two dynamic campaigns in which the mission 
types vary based on your performance rather than follow a pre-scripted plan. 
You might begin with a simple reconnaissance mission; once it is complete, 
your orders will be updated, in some missions you hold a piece of lani in oth- 
ers you storm in and capture a fuel dump or vital road junction. Since the mis- 
sions take place all over an Island, there's a time-compression option for trav- 
eling, in case you don't want to sit down in a jeep and go through the entire 
ride in realtime. 

You start off as a lowly grunt taking orders. As you progress in rank, your 
power increases in a couple of ways. One is that you’ll be able to pilot or drive 
some of the many vehicles employed by the side you're fighting for I didn't 
get to see a real flight model when I sampled the A-1 0 in the alpha build, but 
when it's added it should be a bonus feature for anyone who plays both sims 
and action-strategy games. 


The most important factor in rank is that as the campaign progresses you'll 
have the opportunity to command other squadmates. The interface for squad 
command is auite strainhffnrwarrl. 

1 Flash Point | 

Just click on the icons representing 
the soldiere you want to command, 
then select a command from the 

GENRE: Action/Strategy 

DEVELOPER: Interactive Magic 
PUBLISHER: Bohemian Interactive 

■ WAGNER'S FAVORITE RIDE When 

1 you reach the appropriate rank, you 

1 can pilot the game's various vehicles. 



dropdown menu, and finally click on either a target or a destination. 

FLASH POINT looks like a unique game that will pull off the "footsoldier 
who can hop into vehicles and drive" trick as well as add something new to 
the action-strategy genre overall. As one editor put it, FLASH POINT seems a 
little like "Saving Private Ryan: The Game." Let's hope that it gets the devel- 
opment care it needs to justify that lofty comparison. 

Flash Point 


WWIII — Up Close and Personal by Thierry Nguyen 



Go to #123 @ www.computergamlng.com/infolink 


I Ravishing sorceress. 

36-22-34. 

Intuitive, intelligent, and deadly. 

Perfect physical specimen. 

Legs inspire lust in knights, rogues, 
and warriors. 

Uses powers for good, not evil. 

Rebukes all suitors. 

Harnesses rhagic energy through communion. 
Will moiph into a werewolf if provoked. 
Interests include decoding secret messages 
and experimenting with arcane spells. 
Meditation promotes luminous complexion. 
Maintains girlish figure with daily swordplay 


a ni s V 





Dlgital^ddiction 




"Sanctum cards don't 
need physical form 
to convey their magic" 

♦ NY Times 

"Simply excellent... 
a truly addictive gaoje. 
Rating 9/10" 

♦ GAMESTATS 


84 NEW CARDS. 
TIMELESS RIVALRIES 






Go to #100 @ www.computergamtng.com/infolink 


Sanciiim and Digilal Addiclion are Irademarks ol Digital Addiction, Inc, All righls reserved. 





METALLIC BLOODHOUND Playing 
as a cop in Hot Pursuit mode now 
gives you a helicopter for tracking 
down traffic offenders and lets you 
hop between different cops. 


jHeeil tor Speed; High staKesj 


GENRE: Driving • RELEASE DATE; Q3 '99 
DEVELOPER; EA Seattle* PUBLISHER: EA 


Need for Speed- 

High Stakes 


Damage Feature Adds Spice to EA Series 



by Thierry Nguyen 

O ne of the best adrenaline highs comes from 
the feeling of danger. Developers at EA are 
well aware of that, judging from a feature 
they're introducing in the next NEED FOR SPEED game. 
Sure, it's pretty thrilling to be chased by cops while 
driving a Lamborghini Diablo, but what if you weren't 
invincible? What if you had something on the line 
besides a record? That's the premise behind NEED 
FOR SPEED: HIGH STAKES (NFS: HS). 

There are two significant additions in NFS: HS: 
the damage model and the Career Play mode. 
Remember the times when you'd let yourself 
bounce off a wall and keep on driving? Well, you 
might want to start avoiding that, because now you 
can seriously bang up your car. Not only will your 
car be visibly damaged, but the damage will affect 
your performance. Of course, for gamers who crave 
sheer speed without consequences, there's the 
option of turning the damage model off. 

The Career Play mode Is EA's attempt to personal- 
ize the game by requiring that players earn the 
money needed for their cars. Want that nice McLaren 
FI ? Good luck in saving enough cash and winning 


enough races to afford it. EA hopes that players 
become more attached to their cars when they know 
that they had to earn it and have the ability to modify 
it after buying it. They even put the player's name on 
the license plate. 

In addition to the damage model and Career Play, 
NFS: HS adds a bunch of other enhancements and 
tweaks. For one thing, there's now a 3D virtual dash- 
board, to more completely immerse the player in the 
racing experience. Also, when playing as a cop in Hot 
Pursuit mode, you can now shift control to another 
cop car, so if a fellow Al cop gets closer to the suspect, 
you can take over for him for the finishing touch. 

Of course, there will also be a new set of cars. Old 
familiars like Ferrari and Lamborghini will be there, 
along with new faces like Mercedes and BMW. Like 
its predecessor, NFS: HS will have some bonus cars 
that we don't yet know about, and after release, EA 
will offer new cars for download. 

All in all, EA wasn't content with just tossing in 
new cars and tracks for their next game; they went 
the extra mile and added a whole new gamepiay 
mode and damage model. We’re glad of that, and 
we look forward to driving our new wheels when 
the game hits the streets this July. 




j6id farcmcll to 
former self 


Go to #123 @ www.compulergaming.com/infolink 


world of Dirkstone And leave 
At the door. Surviving this 
Td, living under rhe shadow 
of a nefarious dragon, will require 
nothing less than a complete transfor- 
mation. As A knight, monk, thief, or 
sorcerer, you will creep through dun- 
geons, explore tow'tis and wilderness, 
and slay armies of nasty enemies on 
your quest to collect the seven orbs 
that can defeat your firebreathing 
nemesis. Look deep inside yourself. 
Is there a dragon slayer within? 


WS 








Elg^jLtia fur 

tT^i 

t 


Eli 





i{:-44hLJkiyUilJ*lillK 

IJJ 



by GGW Acbon Edbor, 

Robert Coffey 


V QUAKE III ARENA ■ TEAM FORTRESS 2 ■ UNREAL TOURNAMENT 


ianred 


. COMPUTER GAMING WORLD • JULY 1999 



Quake III: 
Arena 


Can the Once and Future 
King of DeathMatch Hold 
Its Throne of Blood? 

UAKE games, the undisputed masters of 
the first-person shooter and the 
: \ DeathMatch, have always stood hip-deep 
, ^ ;i in the gory offal of their competitors. 

^ ' Repeatedly setting the standard for brutal- 
» ly enthralling action, the demented genius- 

es of id Software have spawned a rabid 
. community of gamers who revel in the vir- 
' . > tual fragging of both friends and strangers 
across LANs and the Internet. But in the wake of new stars 
like Valve's HALF-LIFE and id's own surprising decision to 
focus gamepiay strictly on the multiplayer side of the equa- 
tion, QUAKE III; ARENA (Q3A) Is the first id release to beg the 
question, "Will It be worth it?" 

The short answer? You bet your ass. 

The Big Picture 

"After the multiplayer experience in QUAKE III. nobody 
will need to play any other multiplayer game. We have cre- 
ated the most perfect DeathMatch gama" From anyone 
other than Tim Willits, lead level designer for Q3A, it would 
be easy to dismiss such a strong statement as little more 
than careless braggadocio, but given id's track record, such 
a statement practically borders on prophecy. 

While forgoing the traditional, story-driven single-player 
game may seem an Incredibly risky move, let's face facts; 

The plots of the QUAKE games weren't going to win any 
Pulitzer prizes. In fact, as challenging as the single-player 
component was, many gamers played the games solely 
against other people, eschewing the solo experience entire- 
ly. Recognizing that group carnage was what It does best, id 
has simply narrowed its ^cus to make the definitive 
DeathMatch game. 

Part of that focus is on facilitating connectivity. According 
to Todd Hollenshead, id's CEO, when Q3A ships, gamers 
should be able to connect to an Internet game "in no more 
than three clicks" with the ability to log on to a Quakeworld 
server through their browser. This will let id use banner 
information for game updates and will allow gamers to 
bookmark their favorite servers. 

Once connectivity is dealt with, the challenge is to keep 
frustration, specifically game-souring lag tim^ at bay. By id's 
own admission, Q3A will use pretty much all the bandwidth 
of a 56K modem while utilizing a completely new network- 
ing structure to milk bandwidth for all it's worth. The good 
news is that the look of the game won't suffer at the 
expense of speed. Kenneth Scott and Paul Steed have creat- 
ed character models that are the epitome of the brutish 
nightmares gamers have come to expect of Id. Each of the 


Qualielll: 
Arena! 


Genre; Shooter • Release Date: Q3 '99 
Developer id Software • Publisher Activision 


Team 

Fortress? 


Genre: Shooter • Release Date: Q4 '99 
Developer Valve • Publisher Sierra Studios 


Unreal 
Tournament 

Genre: Shooter • Release Date: Q3 '99 
Developer Epic Games • Publish^ GT Interactive 



i 


COVER ST O R Y 



COVER STORY 


PURPLE HAZE With all the new graphical bells and whistles, 
QUAKE III; ARENA will be the best-looking id game yet Even better, 
gamers will be able to customize some weapon effects, like the pur- 
ple trail of this rail gun, to give their death-dealing a personal touch. 


13 models has an 800-, 500-, and 300- 
polygon version, letting the game save 
bandwidth by swapping in lower-polygon 
models when figures are at a distance. 
And hard-core 3D graphics aficionados 
will be happy to know id has opted for a 
three-point animation scheme that may 
not be as flashy as the trendy skeletal 
animation of other games but blesses 
players with the most efficient vertex 
deformation for online play. 

Finally, id plans for Q3A to standardize 
the rules for DeathMatch and other 
games used for tournament play. It's a 
pretty crafty goal on their part; By 
becoming the definitive authority on the 
rules of play, they set Q3A up as the 
definitive mode of play. 

The Single-Player 
Experience 

The primary goal of Q3A's single-play- 
er game is to lessen the intimidation fac- 
tor of online DeathMatching for new- 
comers (while the game will ship with 
Capture the Flag and perhaps some 
other mods, they won't be available in 
single-player mode). To that end, the 


Team Fortress 2 

Valve Goes to War in the Foliowtlp to HALF-LIFE 


S omeone's going to do it right. Someone's 
going to get it right. And when they do, it's 
going to be huge." Gabe Newell, managing 
director of Valve, is certain that rampant 
online multiplayer gaming is about to 
sweep not only the gaming community but 
the nation as well. With the prices on 
Internet-ready PCs dropping faster than Ally 
McBeai's weight, Newell and the rest of Valve believe 
the time Is ripe for a multiplayer game to enjoy a level 
of popularity commensurate with that of television. 

TEAM FORTRESS 2, Valve's first release following the 
ground-breaking HALF-LIFE, could just be that game. 

The Big Picture 

The chief goal of TF2 is to get players to run with, to 
work with, and to rely on their teammates. By provid- 
ing the uniquely compelling social experience that true 
teamplay inspires, and by designing a game that will 
allow even casual players to succeed, the people at 
Valve are hoping to launch TF2 to the top of the multi- 
player heap. 


Getting gamers immediately into the action is para- 
mount, and to that end TF2 sports a WWII feel instantly 
recognizable to anyone who's ever seen a war movie. 

A large part of that comes courtesy of maps that really 
play up the feel of small European towns and villages, 
with cobblestone streets, narrow roads, snaking alley- 
ways, and a plethora of prime sniping spots. Gamers 
will choose from a variety of unique classes, including 
field medics, rocket infantrymen, snipers, spies, and 
remote commanders who aren't even on the battle- 
field, to wage war together against teams of other 
warriors. 

TF2's gritty and realistic models utilize Intel's Multi- 
Resolution Mesh (MRM) technology to create the most 
lifelike avatars we've seen. These MRMs dynamically 
scale back a model's polygon count at distances with 
no discernible loss of quality. By scaling a 1,500-poly 
model to as little as 400, MRM gives the artists the 
opportunity to create highly detailed models — com- 
plete with swinging gun straps and true 3D gear— 
without putting a drag on frame-rate. The MRMs will 
also allow gamers with less-robust machines to run the 


■k COMPUTER GAMING WORLD • JULY 1999 


www.computergamlng.co 



game has scalable skill levels to ensure the form of rank- 
that even the clumsiest keyboard player Ings and awards 
will be able to succeed. But what's truly that might be car- 
revolutionary is the way the game han- ried over to play- 
dles the escalating challenges of its 40 or ers' online stats, 
so levels. And while there 

White the bots that solo fraggers will are no bosses per 
face will increase in difficulty, they are se, the single- 

not locked in at a preset difficulty level player game will 
and will actually adjust dynamically to include six or 

your skills. Beat a level and the bots on seven bots with 
the next one will be tougher. Get stuck voices and defi- 

long enough on one map and the bots nite characters 

will very gradually dull their skills until that will taunt 

they reach a point where you can beat you mercilessly— 

them, while still being challenged. yet another moti- 

Incentive to finish the game comes in vator for players 
to finish the game. 



. .*. ■ 

(GUERRILLAS IN THE MIST Volumetric fog will ' . 
give some maps a tense, claustrophobic feel as 
gamers are concealed from each other until 


they're at point-blank range. 



Battling the Bots 

"The goal is to piss you off." Such is 
the lofty aspiration of bot programmer 
John Cash. "The trick," he says, "is to 
do It without cheating." 

Designing opponents to behave like 
unpredictable humans is incredibly 
challenging, so the temptation for 
cheating is understandable. But Cash is 
adamant that his bots not 
cheat. To that end. he’s 
zeroing in on creating 
bots so human that they 
don't have to cheat. 


' ; How organic can true curved surfaces 
make a level appear? How about this doorway, with its 
giant lolling tongue leading to the fanged maw within? 



game in a dynamically lower resolution to maintain a high frame-rate for them 
as well. The model believability even extends to syncing the movement of their 
mouths with the words of players' voices. 

And voice support is a huge part of TF2's design. While real-time voice obvi- 
ously allows for more detailed communication between players, it also is a vital 
part of the social experience that Valve hopes to create. However, voice won't be 
just a big sloppy open channel; instead, it will follow a command hierarchy, with 
only comman- 
ders permitted 
to broadcast 
teamwide mes- 
sages. Squad 
members will 
normally be able 
to talk only to 
each other, but 
they'll also be 
able to broad- 
cast to the entire 
team with their 
commander's 
permission. 


A fter tlie incredible experience of HALF- 
LIFE, gamers are nmit iiuugiv 

.■> 'i iKi.'i, While Valve isn’t saying much 
right now, ••••.< if on goor „:-;iiorjr.y that a 
small team of about five has already started pre- 
liminary work on what may be the most hotly 
anticipated sequel since WASCRAFT II, While the 
scripted events and story mteraction were uite- 
gral parts of HALF-LlFE's success, we're told that 
those were little more than trial balloons for the 
ambitious game elements IJ -Life 2 v. -i i;:,;- in 
^ii. iiLlo, c.c:uo, and onUn'" n r We can’t wait. 


In order to create believable adver- 
saries, Cash is moving away from the 
tiber-player style of other games' bots— 
bots that never miss, always know where 
you are, can suddenly increase their 
speed, and so forth— to programming 
bot tendencies across a wide range of 
attributes that affect their behavior. Bots 
will be rated in aiming skill, map knowl- 
edge, long/short-range preference reac- 
tion time, weapon preference desire for 
armor, health level priorities, aggression, 
hearing, and more. At any given moment 
in a game the bots will analyze their sit- 
uation and then decide upon an action 
according to their attributes. 

Since the ratings are all soft numbers, 
the bots will enjoy distinct playing styles 
while still maintaining a degree of unpre- 
dictability. This allows you to adjust to a 
bot's particular combat style while still 
requiring you to watch out for unusual 
behavior. For example, a bot who gener- 
ally runs scared when injured may sud- 
denly decide to take some extra damage 
when it thinks It has a shot at finishing 
you off. 

The soft ratings also let the game cre- 
ate bots that are challenging in a variety 
of ways. Easy bots can be bots that never 
miss but won't react until you're on top 
of them, or bots who can always find you 
but never hit you. The rating system 
gives Q3A one other advantage: the abil- 
ity to customize bots for practicing 
against certain skill sets. It's still undecid- 
ed whether tills will require editing a 
text file or implementation tiirough a 
menu system, but id is definitely leaning 
toward allowing gamers to create a digi- 
tal version of that jerk at the office who 
always beats you. 

Cash is abandoning the programming 
tendency to plot bot movement across a 
series of waypoints— a method that both 
increases predictability and creates other 
problems, such as bots that can’t handle 
platforms. Instead, Cash's bots analyze 


www.computcrgaming.c 


COMPUTER GAMING WORLD • JULY 1999 /.JS i 


COVER srqny 



UliiiXS H3VS3 


the map and build data structures that 
allow them to “think" of a map's rooms 
and how to get between them; thus bots 
are able to find paths rather than simply 
follow them. 

When we squared off against the bots, 
we were impressed. Even in their early 
state, the bots were tricky, using cover 
and flanking to give one of our best play- 
ers a real run for the money, even though 
they were having a few problems dealing 
with doors and buttons. But with more 
attention from Cash and additional input 
from John Carmack to improve the bot 
tactics, Q3A's bots should be among the 
best yet. 

Wielding tKe Weapons 

In keeping with Q3A's focus on refin- 
ing gameplay, there’s nothing all that 
revolutionary happening on the weapon- 
ry front. The DOOM chainsaw is back, per- 
fect for those up-close-and-personal 
humiliation frags, while a machine gun 
will serve as your default weapon after a 
respawn. The firing rates and attendant 
kickback of the grenade and rocket 
launchers have been increased, while the 
reload on the railgun Is now a little slow- 
er. A slightly changed QUAKE-style light- 
ning gun makes an appearance, the 
hyperblaster has been revamped as a 
plasma gun with explosive charges, and 
the BFG is back and nasty as ever. The 
most tantalizing possibility centers 
around the potential inclusion of a flame- 
thrower. We can only hope that this baby 
makes it in. 

One option we expect gamers to 
embrace is the ability to customize the 
color of their railgun and (possibly) rock- 
et trails. While this won't give gamers the 
opportunity to express themselves as 



maps run the gamut, from wide- 
open, rocket-friendly arenas to more 
closed-in quarters with lots of hall- 
ways and staggered levels. 


fully as hale-life's 

tags, the option of 

immediately letting 

your victims know 

who's reducing their ^ ' 

skull to gooey pulp 

can only be a good 

thing. 

The Playing 
Reid 

With every new 
game engine, id has 
delivered even more 
impressive levels, 
and Q3Awili be no 
exception. In fact, 
with the game's sin- 
gle-minded multiplayer 
focus the level designers seem to have 
really cut loose in creating their maps. 
Sure, they're all dressed up with specular 
lighting, volumetric fog, and more poly- 
gons. but it's the actual design of the are- 
nas that will wow gamers. 

Freed from the event-driven, linear 
constraints of standard single-player 
level design, id is pulling out the stops 
with levels that run the gamut, including 
towering multitiered structures, wide- 
open arenas, and levels with different 
physics. Circular and repetitive in nature, 
the maps encourage the kind of frantic 
running and constant conflict that make 
for intense DeathMatches. 

Lava pools and bottomless pits present 
environmental hazards, but the accelera- 
tion ramps and bouncing pads have the 
greatest impact on gameplay as gamers 
launch themselves across chasms and 
over enemies. 

In addition to ammo, armor, and health 
power-ups, levels will hold haste and 
invisibility power-ups, medkits that can 
be carried for later use, and, of course, 
the quad damage power-up. Use of these 
power-ups will be broadcast to all play- 
ers via an in-game "announcer" to help 
ratchet up the tension and action. But if 
you're the type of player prone to max- 
ing out your armor and health, be 
warned: Once either of these attributes 
exceeds 100, it starts tidcing back down 
immediately. Keeping players from 
becoming virtually invulnerable makes 
everyone a ready target and keeps the 
action moving. 

So How Does It Play? 

Dizzyingly fast, widcedly brutal, and 
just flat-out gorgeous, QUAKE III: ARENA Is 
a better game in a beta state than many 
games sitting on store shelves. The game 
plays at a scorching speed more akin to 
QUAKE than QUAKE II, and the wildly 
imaginative level design only enhances 
the sense of mayhem. 


' Translucent energy 

- ' webs will distinguish 

players who've 
grabbed power-ups 
like invulnerability or 
. the quad damage. 

Among 

the levels we played, two were real 
standouts. One was a cramped one-on- 
one arena, choked with a toxic green fog. 
While the drifting haze definitely 
enhanced the visual appeal of the map, it 
also created a claustrophobic feeling of 
dread and uncertainty, since you didn't 
know where your adversary was until he 
was right in front of you — or until a rail- 
gun stream ripped through the murky air. 
A ledge above the fog held the quad 
damage, and I'd grimace every time I 
heard the booming announcement that 
my opponent had just grabbed it, know- 
ing that he was out there, hidden in the 


Ct'iLjLji 

Valve's aim here is to avoid clutter- 
ing bandwidth with a cacophony of 
voices and to prevent the game 
from turning into a 900 number 
with guns. 

And if the TF2 developers have 
any bottom line in mind, it's the 
game's social experience. Over the 
next several months the designers 
will be observing TEAM FORTRESS 
CLASSIC closely, seeing what works, 
what doesn't work, and how the 
rules change according to the num- 
ber of players. One observation has 
already led to a significant addition 
toTF2 — after watching more-expe- 
rienced players literally stand over 
the shoulders of newbies and offer 
advice, Valve added the Coach role. 
Coaches will be heard only by a spe- 
cific player in the game and will 
appear as a glowing ball on that 
player's screen, allowing the Coach 


/SO \ COMPUTER'CAMING WORLD • JULY 1999 


www.computergaTning.com 





Three character 

classes in QUAKE III: ARENA will let 
gamers pick avatars that suit their play 
style. On the left is the light model, a fast 
character with little armor; in the center, a 
more balanced model with more armor 
but less speed; lastly, there's "Tank Jr," a 
model with lots of armor but a slower, 
bigger target. 


mist, hunting and probably lugging around a rocket launcher to boot. 

But it was a larger level designed for four to eight players that really 
showed off the promise of this game. It featured a large platform suspended 
in space, with a multi-faced bouncing pad at its center. On each side of this 
square platform was another floating surface, far away and far above it. Each 
of these peripheral platforms had accelera- 
tion pads that would fling you just far 
enough to reach the center again. Never have 
i experienced such swirling, exhilarating 
action in a shooter, rocketing through the air 
at neck-snapping speeds, colliding violently 
with other players hurtling the other way, or 
tumbling through space, trying to get a bead 
on the guy firing at me from below as I plum- 
meted wildly toward his platform. It's a per- 
fect example of the kind of brain-squeezing, 
pulse-pounding level design that hard-core 
gamers live for. 

So is Tim Willits right? Has id created "the 
most perfect OeathMatch game?" Judging 
from our hands-on play-testin g, Mr. W illits 
may Just be on to something. 


Feel the Love 


'ere at CGW:.- 


without the 

Xj.empty boasts of gearhead Dave Salvator or the helpless, girlish 
squeals of chronically fragged wargame editor Terry Coleman. But how 
doyouvr^nsrrn v-- mimicking the 

multiplayer experience? To that end ix)th QUAKE III; ARENA and 
UNREAL TOURNAMENT are j r .nii:. to both reward and 

ridicule players. Q3A will provide sporadic play by play of the action 
with a throaty "Impressive! " congratulating a great shot or a cruel 
"Denied! " to note less happy accomplishments. UT has a similar mech- 
anism, announcing players (and bots) as being on a "rampage" or a 
"killing spree" after racking up a series of kills. But it goes beyond Q3A 
with bots that sneer, "I slaughtered that guy! ” “Is that your liver over 
there?" and other unpleasantries after cutting you in half. UT's couple 
of dozen taunts will be Ji' -l-rbleTf ;:.!! ;c..; .witlijusta 

coupleofmouseclicksallowinggamersto;/';..;:^ '■•.'ii .i- ..i 


to offer a corrtinuous stream of direction and even lead the silenced pistol. Interface issues will be explained as well, 
active player through the map. eventually even teaching players how to bind macros to 



hot-keys. 

For gamers hungry for more practice or who lack 
modems, TF2 can be played with bots. For most maps, play- 
ers can practice taking orders from an Al commander or, 
alternatively, lead a squad of bots to victory. 

Battling the Bots 

Steve Bond, the Al guru behind 
the vicious enemies in HALF-LIFE, 
will be working on bot Al forTF2. 


The Single-Player Experience 

While it won't provide a single-player game per se, TF2 
will feature boot camp-style training missions for every 
character class, introducing more complicated game ele- 
ments gradually. For example, a training mission 
for a spy might require the player to disguise 
himself, infiltrate an enemy base, then shoot a 
spedfic enemy in the back using the spy's 




head CASE TEAM 

FORTRESS 2’s MRM tech- WS ' 

nology lets them reduce ■ 

character polygons on the . 

fly to maintain high frame- -n- -K''' • 

rates. The shot above 

shows a highly detailed, 1,500-poly model, while the 
shot at right shows a 400-poly model that will be used 
at long range, though it looks as good as the best mod- 
els in other games. In the final shot you can see the 
character in the game environment and how the high 
detail complements the game’s gritty, realistic feel. 



n 

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www.computergaming.c 


A 

COMPUTERCAMINC WORLD 'JULY 1999 i 81 i 


Continued on Page 85 





Raytheon Aircraft 


■Moonvy Aircraft t'ur|)iiia(l(iti 


Flying can be a spiritual experience. 

Especially with your life flashing befot'e your eyes. 





Realistic Weather Patterns. Real-time storm 
systems with ever-changing factors, such as 
fog, lightening and icing. 


Unparalleled Geographic Detail. With panoramic 
vistas and detailed landmarks, 3D graphics have 
the highest resolution of any flight sim — ever. 


It’s dusk. Approaching runway 2-lcft, a dangerous storm system is dead ahead. 'I'hree planes 
circle, with a 737 on your right wing and a 777 just behind you. A flash of lightening. Thunder. 
A jolt. A downdraft. Your ATC signals you’re off course. Do you bank left.? Or continue your 
approach? Experience the true feel of piloting your own aircraft as you take 


the controls in the most realistic flight sim ever. You’ll learn all the skills 


of flying through pulse-quickening challenges. While soaring o\er awe- 


some terrain, attempt daring rescues, mountaintop landings — and of course. 


takeolTs and landings in every possible conditittn. Flight Unlimited III. A real scat-of-your-pants 
flying experience. \\ here the next decision — could be your last, lo learn more about taking 
off with I'light Unlimited HI, visit www.fliglit3«com 


Blueprint Quality Aircraft. Bcechjet 400 A, Mooney 
TLS Bravo, Lake Renegade 270 Seaplane, Stemme 
SlO'VT Motorglider, Muskrat Seaplane, Trainer 172, 
Piper Arrow, Twin Engine Windhawk, P51D Mustang, 
and Fokker Tri-Plane. 


Interactive Air Traffic Control. Real-world 
operation provides continuous interaction 
with the ground and other aircraft nearby. 





r THE DIREQOR'S CUT OF THE HIGHLY CONTROVERSIAl 

GRAND THEFT AUlp IS^NO# ON SALE. 

SHOPUFTERS WILL BiPROSECUTED. 


"A deep, addictive, naughty game play experience/' 

- Naxt Generation 




© 1999 GathBring of Developers, Inc. All Rigtitg.Reserved: 


‘^g^«>l22'j9»w\^x6pipute^aming.copj/infolink 


"Best game soundtrack." 

— PC Corner 


'Beneath contempt.' 

- UK Police Federation 


"Controversial, hip and louder 
than a Spice Girl in a blender." 

- GomesMansion.com 


n 


This is the original, oncut, full version of Grand Theft' Auto, fully tricked 
out with the all-new GTA London: 1969 Mission Pack. It's more fast cars, 
more dangerous streets, and more cops .to outrun and outwit than ever 
before. Now you can tear through three of America's toughest cities, plus 
the mean streets of London, leaving a trail of mowed-down mercenaries, 
hired killers, and rival gang members in your;V • 
outlaw wake. All of the wild, car chaj^laction , 
of the original is here, times. Kvo. Pletise,' while ' 
it may be tempting, just don't steal thf$ game. • . 


Published by 


D c r T;r®to ■ r'' 1 1 t I 


"Stomach-turningly perverse*'' 

- PC Format 



Continued from Page 81 

Team 

, Fortress 2 

(cojinnue(I) 

Basically, the Al will be based on a learn- 
ing design, in v\ditch the artificial com- 
batants learn from their mistakes and 
successes. For instance, an engineer bot 
will build sentry guns and then track the 
amount of time until each is destroyed, 
how many kills it achieved, where the 
enemy is, and so forth. After building 
sentry guns in a variety of locations the 
bot will pick the best location for its 
defenses almost every time. 

This learning Ai is interesting because 
it wilt be incorporated into every play- 
er's individual game as well, charting 
their success and offering suggestions 
onscreen to improve their play. As play- 
ers improve, the ghost bot will offer 
fewer and fewer pointers. 

Teams will be able to practice against 
teams of bots, and bots can be used to 
round out teams short on members. 
Should a new player log on, one of the 
bots will drop out to make room; con- 
versely, players who drop out of games 
will be replaceable by bots. 

Wielding the Weapons 

Unlike other games, TF2 designs 
around roles, not weapons. This means 
that while there are various types of 
weapons, players will be limited to those 
tied to their class. The idea is that by 


#1 



MEAN STREETS House-to- 
house fighting in war-tom vil- 
lages means potentially fatal 
confrontations can be just 
around the comer. 


ensuring everyone has something they 
do well along with some significant 
weaknesses, they'll motivate players to 
work together, again underscoring the 
social nature of the game. Heavy 
infantry will wield enormous chainguns 
that are deadly at long range, while the 
light infantry's submachine gun will be 
devastating in close quarters. Weapons 
and abilities that run counter to team 
play (such as the TEAM FORTRESS CLASSIC 
medic's Infect ability) are being scrubbed 
from the TF2 game design. 

While the weapons are intended to 


Unreal 

Tournament 

Can the World’s Prettiest Shooter 
Frag With the Big I 




Y 



vl 


ir^n 

POP TOP Zoom and boom, 
baby. The sniping rifle is one of 
UT's nastiest weapons, with a 
scalable zoom that lets you 
zero in on your target before 
' blowing his head clean off. 

i 


es, UNREAL was jaw-droppingly gorgeous. But 
the only eye-candy that die-hard deathmatch 
devotees care about is the sight of an oppo- 
nent's biood greasing the fioor. With its poor 
network performance and a multiplayer experi- 
ence that never quite satisfied, UNREAL death- 
matching was skewered by critics. Gamers sim- 
ply stuck with the solo game, UNREAL's multi- 
player failing to capture their hearts and trigger fingers 
even on those rare occasions when they could get an 
online game to run more than five minutes. Saddled with 
such a lackluster legacy, you've got to hand it to Epic 
Games' developers for taking on the challenge of making 
the UNREAL line a contender in the multiplayer world. 

The Big Picture 

UNREAL Tournament hopes to blow away gamers' lin- 
gering reservations with fast, thunderous gameplay— a 
style of play lacking in the original. The game can be 
played at a default speed that is fairly swift, but the truly 
ambitious will have the option to play at a much faster 
"hardcore" setting as well as the dizzyingly fast 
"turbo" rate. In addition to upgrading the speed, 
players can adjust settings to increase the effec- 
tiveness and damage capability of bots in prac- 
tice matches. 

The violence quotient has been 
ratcheted up as well, with every 
successful hit accompanied by 
copious sprays of blood. Slain ene- 
mies go limp, then delicately spin 
and flutter to the floor, but we sus- 
pect that gamers will be more 
entranced by the special death ani- 
mations, which are like nothing 
else in gaming. Score a killing 
blow to an opponent's head and 
you might rip 20 pounds of need- 
less flesh from your victim, leaving 
a twitching, ned-bleeding corpse 
that will linger on its lifeless legs 
before crumbling to the ground. 
Unload a flak cannon in an 
enemy's midsection and you could 
be treated to the happy sight of 
your foe torn into two gut-spewing pieces. A wide variety 
of death rattles and tortured cries further enhance the bot- 
slaughtering experience. 

The Single-Player Experience 

While UNREAL tournament forgoes the traditional, 
story-based single-player game, it does have a sort of 




COMPUTER GAMING WORLD 'JULY 1999*' 85'. 


COVER STORY 



Team Rainbow is back In full force. Rogue 
Spear, the sequel to PC Gamer's 1998 Action 
Game of the Year, immerses you even deeper in 
the explosive action of an elite multinational 
strike force. 

Rogue Spear feels so real, you'll be yelling 
'Tango Down I' in your sleep for weeks. And 
the multiplayer action is to die for. Remember, 
when stalking the enemy: Walk softly but strike 
like a thunderbolt. You only have one shot to 
save the world. 


NEW REPLAY FEATURE 
NEW MISSION EDITOR 
FULL SNIPER SUPPORT 
EIGHTEEN NEW MISSIONS 
JOYSTICK SUPPORT 
TERRORISTS MORE REALISTIC 
AND LETHAL THAN EVER 


n Gaming 

ZONE 


Go to #121 @ www.computergaming.com/infolink 


WWW . redstorm . com 


Team Fortress 2 

(cojitinucM) 

mimic real-world arms in order to create intuitive 
play, they aren't by-the-letter 
recreations — this would yield 
bazookas that would kill practi- 
cally everyone on the map. 

Still, the weapon modeling is 
more realistic than that found 
in a game like UNREAL 
TOURNAMENT: Bazookas shoot 
out dangerous backflash, and 
every gun has an optimum fir- 
ing rate and distance. 

Finally, in another teamwork-boosting feature, squad leaders 
will exert an effect on their squad members within a certain 
area: Squaddies will enjoy an improved firing rate and accuracy 
when they stick close to their leaders. 

The Playing Field 

The 20-odd goal-oriented maps to be included in TF2 are worlds 
beyond anything in Team Fortress classic. While the enhanced 
level of detail and volumetric smoke add all the eye candy gamers 
could want, it's the goals and play structure that will make these 
some of the most insanely addictive battlefields ever. 

Yes, TF2 will support Capture the Flag play, but it's in the 
other map types that lead designer 
Robin Walker thinks the game will 
shine the most. In Hunted, one 
gamer is the highly vulnerable 
leader, trying to run to safety 



HUNKERED DOWN Bunkers 
such as this will reward players in 
two ways: They'll protect them 
(especially snipers who must 
kneel and not move when firing), 
and they'll provide a stable plat- 
fonn on which heavy-weapons 
units can rest their massive guns 
for maximum effectiveness. 
Storming the bunkers, obviously, 
won't be so easy. 


while a squad of bodyguards protects him from a team of assas- 
sins. A variation of this game takes place in a Middle Eastern 
palace where both teams struggle to kidnap the Leader. 

The liberal use of vehicles such as tanks and attack jets adds 
texture to the battlegrounds, but gamers won't be able to actu- 
ally operate them, instead, some maps will allow commanders 
to call for these support troops. 

A few of the new maps almost make you feel like you're also 
responsible for a real-time strategy game. In Conquest, opposing 
armies fight over resources such as oil drums, converting 
retrieved resources into items to support the war effort. 
Commanders have to choose what they need to win. Should 
they build armor facilities to generate heavy infantry, or a facto- 
ry to produce markers for air strikes? Should they build defen- 


Unreal Tournament 

(continued) 

MORTAL KOMBAT-with-guns 
premise. Players are participants in 
a sweeping Grand Tournament in 
which only one survivor will be 
crowned Grandmaster. Play will 
include standard deathmatches 
with either a time or frag limit as 
well as three team games: Capture 
the Flag; Domination, in which 
teams compete to hold positions 
on the map, accruing points the 
longer they hold them; and Assault, in 
which your team first assaults an objec- 
tive and then must hold and defend it. 
Each game will have a series of about 10 
increasingly difficult levels. Once each 
ladder has been beaten, gamers will 
compete in a super-challenge death- 
match to earn the title Unreal 
Grandmaster as well as the privilege of 
' using a special character mesh that will 
then be unlocked — perfect for a nice lit- 
tle intimidation edge in online play. 

Wielding the Weapons 

Among the criticized aspects of 
UNREAL were the plinky weapons, some 
of which sounded as if they were shoot- 
ing dimes, not devastating rounds. No 
one's going to be able to say that about 


It’s Not the Bullet That Kills You. It’s the Hole 

W hile each of these games is at its heart a first-person shooter, different jjiay pliilosophies are 
reflected in their assortments of weapons. Q3A's more up-close-and-personal feel is perhaps 
best indicated by the reintroduction of the chainsaw, allowing gamers to imjjale their victims and 
watch them dance on a spinning tread of flesh-chewing metal. Straightforward and brutal, Q3A's 
railguns, super shotguns, and machine guns are all about shredding meat and moving on. 

The biggest challenge UT faced was overcoming the unimi>ressive weaponry in UNREAL. To 
that end, the game designers tossed out a fair number of the weapons in favor of new guns that 
pack some serious punch. Weapon noises are much louder than in UNREAL, and weapon effects 
have been beefed up as well. The UT leaf doesn't fall far from the UNREAL tree, however: The sig- 
nature eye candy of the original title is present, especially in the whiz-bang alternative-fire attacks 
of the weapons. 

TEAM FORTRESS 2'.‘3 Stated goal of recreating the look and feel of an epic war movie has led the 
designers to arm the game's characters with immediately recognizable, instantly understandable 
firearms. By removing any doubt about the weapons' abUities, the designers at Valve hope to 
diininisli the learning curve so that gamers will be able to dive right into the action. Actually, 
deciding on TF2’s arsenal has more to do with play balancing than anything else — each class’s lim- 
ited weapon set has particular strengths and weaknesses, requiring gamers to take on different 
roles and strongly encouraging teamwork. 




UT. Without exception, every UT 
weapon (each with an alternate 
attack) is bigger, badder, and 
louder. 

it starts with the default 
weapon, the impact hammer. A 
portable jackhammer on steroids, 
the impact hammer is as vicious 
a melee weapon as you'll ever 
find, pounding a victim's head to 
jelly with one shot. The ultimate weapon 
in the game is the Redeemer, a devastat- 
ing, kill-'em-all missile launcher that can 
be guided around corners, through corri- 
dors, and up stairs in its alternate mode. 

Weapons carried over from UNREAL 
have been beefed up as well. The 
Razorjack is back as the even more sinis- 
ter, blade-spitting Ripper (firing explosive 






PEEKABOO No, it's not a 
clipping problem. Some of 
UT's levels feature hidden 
rooms, perfect for sniping 
and ambushes — not that 
this shielded minigun-bear- 
ing killer needs the help. 


blades in its 
alternate-fire 
mode), and the Eightball reappears as a 
more straightforward Rocket Launcher. 

Aside from the arsenal, UT sports 
other handy items. A shield belt sheath- 
ing the bearer in a shimmering golden 
matrix effectively doubles your armor 
rating. An invisibility power-up lets you 
move around unseen — until you fire your 
weapon and spent casings, muzzle flash. 


www.computergaining.coin 


COMPUTER GAMING WORLD • JULY 1999 j <> 


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Team 
Fortress 2 

(continued) 

sive wails, or a satellite tracking 
system to monitor the enemy? 

But the best part promises to be 
the campaigns. Made up of a series 
of three to four maps that can be 
played through in about an hour, 
campaigns put teams on opposite 
sides of an epic, ongoing conflict. 
For example, the Invasion campaign 
begins with an Omaha Beach sce- 
nario, as an invading team struggles 
to reach a safety zone behind 
enemy lines. The defenders gain 
points the longer they keep the 
offensive team from the safety 
zone; the invaders score by getting 
men to the safety zone and destroy- 
ing bunkers along the way. In the 
following map, the invaders work 
their way across a countryside, 
destroying bridges, railroads, and 
power lines that the defending 
force tries to protect. In the final 
map, the sides are switched; the 
invaders have seized a small, 
European-style village and are pro- 
tecting a vital bridge. The new 
defenders are given a minute to 
position themselves in the twisting 
streets and small buildings of the 
town before the liberators arrive. 
With no single chokepoints, the two 
sides wil! engage in brutal, WWII- 
style house-to-house warfare before 
the inevitable showdown at the 
bridge. 

Finally, a wargame for action fans. 


So How Does 
It Play? 

God, we wish we could tell you. 

Despite our pathetic pleading, 
Valve didn't have a playable ver- 
sion of TF2 available during our 
visit. But countless hours spent on 
TEAM FORTRESS CLASSIC have us 
drooling over TF2. The 
experience of playing the ni 

Hunted, with a swarm of ^ 

angry red sniper lasers C 

swirling about the *** 

Leader's head, is unbeliev- 
ably intense, and the 
heady triumph of a team ^ 

victory is somehow signifi- 
cantly more rewarding ^ 

than a straightforward 
deathmatch. qj 

With months of play* 
testing and balancing a- XI 

head of it, T F2 can only be ar 

even better.ZSZC? m: 


Unreal Tournament 

(continued) 

and direction of fire give away their 
position. The sound dampener is an aural 
cloaking device that allows you to move 
silently. 

The coolest of all the special items is 
the transiocator, a personal teleportation 
unit that is a default item in both flag 
games. The transiocator is a two-part 
device, one a marker, the other a trigger, 
Drop the marker wherever you want, then 
use the trigger later to instantly teleport 
to the marker. While the transiocator has 
obvious value as a virtual escape hatch 
for a firefight gone bad, its greatest value 
is in games like Domination— simply tag a 
Domination point and use it to recapture 
the objective immediately after it's taken 
by an opponent. The transiocator can also 
be used to instantly reach towering 
precipices. When fired into the unsuspect- 
ing hands of an enemy, it can deliver a 
nifty telefrag as well. 

The Playing Field 

It shouldn’t be a surprise that the levels 
in UT are uniformly gorgeous. Dazzling 
light effects and complex architecture 
retain the surreal UNREAL flavor while 
serving up lots of wide-open areas perfect 
for frenzied free-for-alis and providing 
plenty of sniping positions. The locations 
of the maps are wonderfully diverse; tow- 
ering castles floating in space, mining 
facilities, and 
one Assault 

map that takes ^ 

placeona 

moving, high- p^- !L" 

speed train. 

But the hands- - , v 

down, undis- * 

puted coolest 

map is one of the zero-gravity levels 
that takes place inside and on top of ; 
a Millennium Falcon-type spaceship 
hurtling through space. 


So How Does 
It Play? 

is it better than UNREAL multiplayer? 
Undoubtedly, and this in a beta stage. The 
action is fast and furious at the normal 
setting, but a few of the CGI/V staff found 
the hardcore play to be too fast. Turbo 
mode was impressive from a tech stand- 
point, but virtually unplayable. The speed 
on the higher settings can get annoying 
on the many maps that feature lots of 
bottomless space — it was almost impossi- 
ble not to throw yourself off the catwalks 
into space on the castle map. 

The weapon mix was fun, if not particu- 
larly intuitive. Over the course of the 
game's development we've been 
impressed with the improvements in 
weapon effects and balancing. Where 
before some of the heavier weapons 
seemed to come out on the losing end of 
a firefight, at this stage the combat feels 
just about there. All the weapons pack a 
satis^ng punch, blasting opponents 
badcward and hurling them high in the 
air. And taking off someone's head with 
the sniper rifle is just a moment of tran- 
scendent bliss, surpassing similar one-shot 
sniping weapons in STARSIEGE: TRIBES and 
HALF-LIFE. 

The bot Al at this early stage is pretty 
strong, with the mouse-driven order 
menus effective at directing your virtual 
squad in the team games. While there is 
still some tweaking to be done, the bots 
are already relentless and certain to give 
you a run for your money. If Unreal 
TOURNAMENT can shed the somewhat 
negative baggage of its precursor, it 
should be well set to go toe-to-toe with 
the o ther mu ltiplayer titles releasing this 
year. B3^ 


The Final Word 

S o who will the likely winners be when these games ship later this year? We give the edge 
to QUAKE in::ARENA and TEAW FORTRESS 2, with TF2 likely to have broader appeal. The 
die-hard QUAKE community makes Q3A's success a no-brainer, and by focusing on just one 
style of game and doing it as weU as it can be done. Q3A seems poised to corner the death- 
match market. That same singularity of focus could work slightly against it, though, as it will 
dffer gamers a fairly limited playing experience. TF2’s cooperative play, robust voice support, 
and game design that allows gamers who generaUy don’t excel at shooters to succeed (not to 
mention the game's association with Valve and HALF-LIFE) should give it a very broad appeal. 
Epic is doing a ton of things right mxh Unreal to: L;Namsnt, and the game’s catch-all philos- 
ophy is coimnendable, but it's going to be awfully hard to topple the QUAKE dynasty or to com- 
pete with the gamer lovefest Valve currently enjoys. Without the gritty feel or play balance of 
TF2, its team games may likely be perceived as little more than glorified deathmatches. With 
an earlier launch than its competitors, UT ’.vill hr.ve to hope it captures enough gamers early to 
make the other games seem irrelevant. 


www.compulergaming.c 


COMPUTER GAMING WORLD • rULY 1999 


Online Gaming Gets Personal With 


Voice-Over Internet 


“Check your six! Check your six!” 

You hear the voice of your wingman screaming at you in the 
headset. You yank the stick just in time to see a stream of 
tracers cascade past your cockpit. You check your speed, pull 
the stick up, and do a high yo-yo, which puts you right on 
the tail of the Me-109 that tried to perforate your Spitfire. 


The eight .303 Brownings 



by Loyd Case and Dave Salvator 


make short work of the 


enemy plane. 

This may have sounded 
like any AI wingman 
speaking to you, but 
it was in fact anoth- 
er human. That’s 
the kind of differ- 
ence voice commu- 
nication software 
can make. 


R2D2 can be seen 
in the movie Star 
Wars Episode I: 

The Phantom 
Menace. 

His previous work 
includes Sfar Wars. 

The Empire Strikes 
Back. The Return of the 
Jedi. and Fire Hydrant Number 2 
in My Life as a Dog. 

PHOTOS BY MICHAEL FALCONER 


CM] 


, COMPUTER GAMING WORLD •JULY 1999 


w.computergaming.com 







Playing games over the 
Internet has put a premium on 
typing skill— people who type 
faster can more quickly com- 
municate with human oppo- 
nents or teammates. But with 
the upcoming generation of 
voice communication software, 
typing skill becomes superflu- 
ous, and a whole new social 
element is layered on top of 
multiplayer gaming. 

During testing, we wound 
up on a TEAM FORTRESS 
CLASSIC (HALF-LIFE) server 
where we found ourselves out- 
gunned by our anonymous 
opponents on the Canalzone2 
map. Yet we managed to hold 
our own pretty well — because 
we could work as a team, and 
talk to each other. 

None of the packages 
reviewed here work perfectly, 
but even with their flaws, the 
increase in efficiency of team- 
work was astonishing. We 
took a look at two shipping 
voice-comm packages — 
Shadowfactor's BattleCom and 
ThrustMaster's Talk n’ Play — 
and Roger Wilco, which was 
still in beta. 

Of the two shipping prod- 
ucts, BattleCom worked much 
better for gaining. It's a 
sophisticated voice-comm 
package that’s also well suited 
for conferencing. Thrust- 
Master’s Talk n’ Play seems 
more exclusively geared for 
conferencing. Roger Wilco 
looks — er, sounds — very 
promising. But as with any 
product that requires band- 
width over the Net, your 
mileage will vary. 


www.computergaming.com 


Shadomrfactor 

BattleCom 

A ^ A A y 



PROS: Compressian settings can be easily leaked; 
voice qjality good. 

CONS: Bleaks up in some games; setting compression 
ratios can be conlusing, 

RBQUlBtMENTS; Pentium 200MMX or beiiei. 

Price: $24.95 

Manufacturer: Shadowfacior 
www.shadowfactor.corn 

B attleCom started 
life as Battlefield 
Communicator, but the 
new name is an easier 
mouthful. BattleCoin's 
strength and weak- 
ness is its tweakabiiity. There 
are numerous voice compression settings, not 
to mention arcane settings like "Record 
Guardian Enable." The downside of this fine 
level of control is that it's often confusing if 
your sound card and microphone setup don't 
quite match up with the defaults. If you have 
a fairly standard PCI audio card, you should 
be okay. The HTML help file is fairly complete, 
though I would have preferred a real 
Windows help file so I could more easily 
search for problems. There's still good, hyper- 
linked information, and the troubleshooting 
section will be useful. 

And you will he troubleshooting if you 
haven't had any experience in voice commu- 
nication. One thing most newbies do is 
uncheck the microphone playback box in the 
Windows mixer so they can hear the sound 
of their voices. It sounds cool, but you don't 
want this turned on. One very useful tool 
buiit into BattleCom is the test tool, which 
simulates an Internet voice session using just 
your audio setup. 

Once you're up and running, you can either 
connect to a BattleCom server or host a ses- 
sion yourself. The latest version of BattleCom 
allows the client software to host a session on 
its own; prior versions required access to a 
system running BattleCom server software. For 
most casual gaming use, the 
peer-to-peer sessions possible 
with the BattleCom client soft- 
ware work well. BattleCom will 
also work over a LAN using the 
IPX networking protocol; further, 
it has a feature that allows you to 
invoke it from within ICQ, a popu- 
lar Internet connection monitor 


and conferencing application. 

Once up and running, BattleCom does 
what it's supposed to, providing there's 
enough bandwidth. To avoid hours of frustra- 
tion, it's very important that you correctly 
answer the questions in the wizard when 
you're installing BattleCom. Voice quality 
does drop with higher compression rates, 
since there's only so much you can squeeze 
through a thin data pipe. We had varying 
degrees of success, depending on the game. 
Turn-based and even real-time strategy 
games worked well (on a Pentium 11/450), but 
in HALF-LIFE sessions we experienced 
dropouts severe enough to require a "say 
again" pretty often. Then again, HALF-LIFE is a 
very network-intensive game at times. 
EVERQUEST, a massively multiplayer game, 
yielded varying results— more positive than 
negative. AiR WARRIOR worked very well, but 
Air warrior's been tuned over the years to 
work with slow modems, so it leaves some 
bandwidth for voice comms on a 56-Kbps 
modem. Note that if you're hosting a session, 
you do need to feed your IP address to the 
other users. 


l*nion yvM S£tur)^ 


a 


SlapSwttyi j OmStufen | 




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"IswaHai'iGtealOOT. ft WX 


ThrustMaster 
Talk n’ Play 

A -k 

PROS: Good headset included with package; large 
built-in community; good audio quality. 

CONS: Poor game compatibility; clumsy Ui on 
PeopleLink application. 

REQUIREMENTS: Pentium 133MHzCPU. 

Price: $19.99 

Manulaeturer: ThiustMastei 
www.talknplay.com 


T hrustMaster isn't exactly a household 
name when it comes to audio. But 
they've put together an interesting package 
called Talk n' Play (TNP), which is billed pri- 
marily as a way to jabber on the Net. 
ThrustMaster has a tie-in to PeopleLink, a 
huge online community, and this connection 
provides a large built-in 
initial play group you can 
connect to. 

TNP is based upon 
Intel's Multi-Point Audio 
technology, and it allows 
up to four people to con- 
nect at once. It’s different 
from the other voice- 
comm packages in that 
much of its interface for 
starting a conference is 
Web browser-based, although using the 
PeopleLink application you can add your 
gaming buds to your list and start a session 
with them if they're connected. We found 
that TNP works quite well for online chatter, 
with very good sound quality, but the People- 
Link application proved to be awkward at 
times, kind of like a poor man's ICQ. We also 


tIIt 




found that TNP fared the worst of the three 


COMPUTER GAMING WORLD • JULY 1999 . 91 j 


n t e r n e t A u d i 


packages for game compatibility. 

TNP can access your sound card using 
either Wave or DirectSound mode; we tested 
first using the latter mode, figuring it would 
enable TNP to more easily share sound card 
resources. It turned out that neither mode 
allowed TNP to function alongside all our test 
games.TNP connected fine in all instances 
before getting into any of the test games, but 
in Half-Life, for example, once the game 
started we lost the TNP connection. The one 
test game where the connection remained 
was FIGHTER SQUADRON, where TNP per- 
formed adequately. Another minor downside 
to TNP is that it requires an Internet connec- 
tion in order to function, since the initial con- 
nection must be made either via the TNP Web 
site or through the PeopleLink server, so LAN 
play is not an option. 

ThrustMaster may have figured that since 
Intel's Multi-Point Audio could access the 
sound card via DirectSound, TNP would natu- 
rally work well with DirectSound games. But 
it appears that they didn't do much play-test- 
ing with audio-intensive games before ship- 
ping the product. The result is substandard 
game compatibility, which, coupled with 
TNP's somewhat clumsy user interface, keeps 
Talk n' Play out of the winner's circle. 


Preview of 
Roger VUilco 


PROS: Very simple to install; vety clean 
user ffllerface. 

CONS; Still beta. 

REQUIREMENTS: Pemium 200MMX oi better. 
Price: J24.95 

Manufacturer: Resotindirg Technology 
www.rogerwilco.com 


6333 


R ege workt Ike many d the gamer youl US 

ivelh one perron Crealet a chamd andleb 
other lo Jon hirt) at Hr IP addren 


Charme! | Ttanohl | Adjust j Liceme | About j 

Kerlhg a channel at }?55l020072 ^ 


hick [ 


Hete [ 


R oger Wilco was still in beta at the time of 
our testing, so we didn't rate it. It's sim- 
pler to install and set up than the other two 
packages here, but some of the complexity is 
merely hidden. For example, some games 
require you to edit a configuration file called 
GAMES.TXT, whereas BattleCom provides a 
point-and-click interface integrated into the 
software for the same function. Wilco has no 
compression settings — the program either 
works with a single form of compression or 
auto-adjusts to your link. 

Roger Wilco also doesn't require a server, 
but if you host a session, you need to supply 


your IP address. One feature lacking in the 
beta we tested was the loopback test that's 
part of BattleCom — with Roger Wilco there's 
no real way of knowing whether your con- 
nection is working until you try to make a 
real connection. 

Game performance was something of a 
mixed bag. HALF-LIFE once again demonstrat- 
ed that it's a bandwidth-hungry game, and 
voice communication broke up in heavy ses- 
sions. AGE OF EMPIRES seemed to work just 
fine. EVERQUEST exhibited the oddest behavior: 
After about a half hour of gameplay, the voice 
communication slowly degraded until it was 
unintelligible. Only restarting both the game 
and Roger Wilco seemed to fix the problem. 
Roger Wilco's performance over standard ana- 
log modems seems mixed, too, with good 
results in less demanding games but signifi- 
cant problems in bandwidth-hungry titles. 

Like BattleCom, Roger Wilco supports both 
"push to talk" (PTT) and voice-activated 
mode. While talking in PTT mode you have to 
press and hold down a key on the keyboard 
(both programs default to F12),'niis emulates 
the behavior of real two-way radio communi- 
cation, and a lot of flight sim jockeys love it. 
Voice activation is just that— when you talk, 
the mike detects it and becomes active. This is 
the preferred mode for 3D shooters and strat- 
egy games. 

Still, this is beta software, although it 
seems pretty solid for a beta product. At 
$24.95, it's the same cost as BattleCom. 
The trade-off is simplicity versus features. 
We'll revisit Roger Wilco when it ships, but 
we're very encouraged by what we've seen 
so far. 


Houir We Tested 

T esting these packages involved many arduous hours of multipk 
used multiple games with each package. We tested using I 
EVERQUEST, AIR WARRIOR, and AGE OF EMPIRES. We also looked at 


T esting these packages involved many arduous hours of multiplayer gameplay...er...testin 9 . We 
used multiple games with each package. We tested using HALF-LIFE, FIGHTER SQUADRON, 
EVERQUEST, AIR WARRIOR, and AGE OF EMPIRES. We also looked at each package's ability to hinc- 
tion over a local area network (LAN) and took a look at its ability to support multiple protocols (all 
support TCP/IP, and BattleCom supports IPX). We then tested over 33.6-Kbps modem connections to 
force the apps to function in a narrow data pipe to see how'd they fare. Next, we took a look at how 
easy it was to configure the audio settings, as well as how easy or difficult it was to get a session 
going. And finally, the hard part: play-testing during multiplayer games to see how well the packages 
cooperated with our test games. 


Getting 

Blather-Ready 


S etting up voice communi- 
cation requires some 
understanding of the 
Windows mixer. When you first 
pop up the mixer, you normally 
see the playback mixer. You 
want the microphone muted in 
the playback mixer — otherwise, 
you hear yourself talking 
through your headphones or 
speakers, which can cause 
annoying feedback. Bring up 
the recording mixer (see screen 
below). You do this by pulling 
down the Properties menu on 
the Mixer menu. You'll get a 
window that looks very similar 
to the playback mixer. Make 
sure the microphone record 
volume is turned up at least 
halfway. 

. Once you've got the mixer 
properly set up, you need to 
configure the voice-comm soft- 
ware. 







5- 7^' 

i-tl i-t.i 

VM 


1 1 H 


UnrnKMT 



Wilco’s is simpler, but you don’t 
have the ability to force any 
configurations. All the products 
go through a microphone test 
phase — make sure this test 
completes successfully. 

If you’re the host, you'll 
need to let the other partici- 
pants know your IP address. If 
you’re using a dial-up account, 
your IP address will change 
every time you log on to the 
Internet. You can get your IP 
address by clicking on the 
Start menu, selecting Run, and 
typing WINIPCFG. Then you 
can email the IP address or 
transmit it another way, such 
as via ICQ.— Loyd Case 




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IN SEARCH OF THE ULTIMATE GAMING MACHINE • REVIEWS • KILLER RIGS • NEWS 


Yet Another Laptop With the Gamer in Mind 


Micron Takes Gaming Mobile 


Y ou're a road dog. You live in 737s. making puddle- 
jumps on business so often you could proba- 
bly land the damn plane if called 
upon. And despite your hectic 
schedule, you still find yourself 
with thumb-twiddling time 
while en route to your next stop. 

If only that laptop could play 3D 
games... Sound familiar? 

Mobile PC gamers have been 
locked out of the 3D gaming party until 
recently. But thanks to a few new 
laptops, 3D gaming has finally 
arrived for the mobile set. 

Micron, with their TransPort 
NX, is the latest to join this 
club, coupling good 3D gam- 
ing performance from ATI's 
Rage LT mobile chipset 
(based on the Rage Turbo Pro) with 4M8 of 
video memory, a 366MHz Pentium II, a DVD player, 

128MB of RAM, and 14GB of hard-drive space, all for 
about S3,700. 



ATI's Rage LT — the chipset that finally made 3D gaming really pos- 
sible on laptops — also shows up in mobile offerings from Dell and 
Compaq. 

We took a beta unit of Micron's new NX for a spin, and were 
encouraged by what we saw. Graphics drivers were still a bit 
shaky, which resulted in some crashes, but hey, that's why 
they call it beta. Running QUAKE 2 at 640x480, the NX was 
very smooth, and gameplay flowed well. 

But almost as cool as competent 3D is the ability to 
watch DVD movies. How many times have you boarded 
a five-hour flight, only to find out 
the in-flight movie was going to be 
something toothless 
-r— like My Giant? W\th the 

onboard DVD, you can 
watch whatever movie you 
want to. Eat it, Billy... 
Micron was in the latter 
part of their beta testing of 
the NX at press time, but stay tuned 
and as soon as it goes final, we'll bang on 
It with 3D GameGauge 2.0 and see how it fares 
versus the big boys on the desktop . — Dave Salvator 




Take a silly tchotchke (the gas mask 
from FALLOUT 2), an even sillier product (the UR Gear 
Helmet), and hold an intern at gunpoint, and this is what you 
wind up with. And what Jesse doesn't realize is that this setup, in addi- 
tion to warding off Jehovah's Witnesses, makes a great contraceptive. 
Go get 'em, Jesse. 


INSIDE HARDWARE 



Killer Rigs 108 

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COMPUTER GAMING WORLD » JULY 1999 


A 



From Slowpoke to 
Screamer 


Free (or at Least Really Cheap) 
Ways to Keep Your Rig Humming 



L et's face it: PCs are more complex than ever. This is especially true if you're a hard-core 
gamer, since you've most likely got a big hard drive, perhaps Voodoo’ SLI, a fast primary 
graphics card, a 3D positional audio accelerator, and an Internet connection. Keeping the 
whole thing well tuned is enough to make you want to become a Trappist monk. 

So it's time to revisit performance tuning. I'm going to take you down some side streets and 
examine some free— or nearly free-ways of maximizing your performance. I'll try to cover 
each area individually, then look at the whole enchilada. 



Graphic Image s 

When’s the last time you updated your drivers? What? ! Okay, 
march to your computer, log on to the Web, and download the latest 
set of drivers for your graphics hardware, it's amazing how much of a 



difference this can make. This is especially true if you have a recently 
released card. (There's a syndrome called driver du jourlhax happens 
every time new graphics or audio technology is released.) Before you 
install those spanking new drivers, though, make sure you set up your 


When running 3D graphics on a fast PC, play around with 
the refresh rate a bit at a particular resolution. Depending 
on the game and your system, this can make quite a differ- 
ence in frame-rate. If your graphics card is just missing the 
next scan line, then it could cut your frame-rate by as much 
as 50 percent. Note that the sweet spot for the refresh 
rate may vary according to resolution, game, and color 
depth. If you want a single number, 6OH2 works most of 
the time, but it's pretty hard on your eyes. A few accelera- 
tors, such as 3dfx cards, allow you to differentiate between 
3D refresh rates and Windows 2D refresh rates. 


system for VGA, then reboot. Otherwise, all the old driver files may 
not be replaced. 

If you want a fairly cheap and easy way to play around with 
your graphics card 
settings, check out 
Powerstrip. You 
can download a 
shareware version 
from www.entech- 
taiwan. com. It 
enables you to 
play around with 
a plethora of set- 
tings, and even I 


It's also a good Idea to turn off the screen 
saver. Be aware that there's actually more 
d>an one screen saver In Windows 98. 
There's the normal screen saver that dis- 
plays weird animations, and then there's 
the power management saver that shuts 
off your monitor. Both can interfere with 
gameplay. There's nothing more discon- 
certing than having your monitor shut 
down just as you're trying to repel a Zerg 
assault in STARCRAFT. 


mm} 




allows you to alter the clock rate of your graphics chip (but do 
take great care in doing this — you could render your system 
unbootable with the wrong setting). One nice feature is the ability 
to set refresh rates for all resolutions without having to actually 
switch resolutions. 


COMPUTER GAMING WORLD » JULY 1999 


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The Sound and the Fury 

Like graphics accelerators, the new generation of 3D audio accelerators Is much more sophisticated than past sound cards. The result has been something 
of a driver-du-jour phenomenon there, too, though not quite as drastic. Still, check to see if your drivers have been updated. For example. I've seen a steady 
drop in the CPU utilization of the Diamond Monster Sound MX300 over several driver releases. Creative Labs is steadily introducing new features in their dri- 
ver updates, so those are worth a download, too. 


I 



Stalus j £0 j Config MIDI | A3D Demos ] Ptefe/ences | 
-Wavetable- 
EHectl 


PecJsOn 


If you have an MX300, bring up the MX300 control 
panel. Click on the MIDI tab. See how it's set for 320 
voices? Change that to 64 voices. The Vortex2 audio 
accelerator on the MX300 only supports 64 hardware 
voices — the other 256 are software only. In reality, it’s 
the rare game that supports MIDI these days, but you 
never know. If some of those software voices ever kick 
in, it's a performance hit. 


Alsa make sure that audio acceleration is enabled. You can do this 
in the multimedia control panel, under die Audio tab. Click on the 
Advanced Audio Properties button under the Playback heading. 
Under the Performance tab, make sure that hardware acceleration 
is turned up and that sample rate conversion is turned down. 



Platter Chatter. 


Before you read any further, go to your PC, 
turn it on, and defrag your hard drive.'iou 
can use the Windows 98 defrag utility. If you 
happen to have Norton Utilities, and you use 
Norton Speedisk, you can set it up to move 
your files around for optimal startup. But the 
important thing is to simply defrag once a 
month or so. 

If you've been using Windows 98 for a 
while, you may notice that your disk drive will 
start thrashing like a freshly caught catfish at 
seemingly random intervals. It's disconcerting 
to say the least, and a serious performance 
drag at times. There are actually several 
potential causes for this. 

First, if you have Microsoft Office 95 or 97 
installed, make sure you remove the Fast Find 
utility from the startup folder. Fast Find peri- 
odically indexes the hard drive so it can 
search for files faster. Unfortunately, I've seen 
Fast Find do this at really inconvenient times. 

Another possible cause of disk thrashing is 
that Windows 98 will occasionally grow or 
shrink the swap file (virtual memory file) 
according to some mysterious algorithm that 
seems to depend on the alignment of the 


planets. You can stop this from happening by 
setting the maximum and minimum swap file 
sizes to the same number. A conservative rule 
of thumb is to set it to 2.5x your installed 
memory — though if you have more than 
128MB, 1.5 to 2x is more than enough. This 
will create a permanent swap file that won't 
grow or shrink. After you've done this, and 
then rebooted, you'll want to defrag one 
more time. Note that if you have two physical 
hard drives, putting the swap file on the sec- 
ond (non-boot) hard drive can also speed up 
access to virtual memory. Do not do this if 
you have a single physical drive with two 
partitions. 

Finally, one other culprit is Windows 98's 
disk cache. In the old days, you had SMART- 
DRV, but that's long since been replaced by 
VCACHE. VCACHE is a program that caches 
hard-drive data in system memory. 
Occasionally. VCACHE can get pretty big. This 
can have two simultaneous adverse effects. 
First, you have less memory for your pro- 
grams. Second, the disk will begin to thrash 
as VCACHE gets big and programs are forced 
to swap to virtual memory. One solution is to 


limit the size of VCACHE. You do this by edit- 
ing the file \windows\system.ini. Search for 
VCACHE — you'll probably find it as a header 
with no entries underneath. Ideally, you'd like 
VCACHE to be about one-fourth of your sys- 
tem RAM up to 64MB, If you have more than 
64MB, leave it at 1 6MB. The key is to make it 
a fixed number for minimum and maximum. 
Add the following two items underneath the 
VCACHE heading: 

IVIinFifeCache=16384 

Max FileCache=1 6384 

Do this only if you have more than 1 6MB 
of system RAM. 

You may want to play around with this set- 
ting a bit over time— but remember that any 
memory that VCACHE uses isn't available for 
your programs. On the other hand, if VCACHE 
is too small, you'll notice more disk activity 
every time you load your system. If you're 
curious, you can monitor your VCACHE behav- 
ior with a cool tool called VCMon, which you 
can download from www.sysinternals- 
.com/vcmon.htm. 


i/.computergaming.< 


COMPUTER GAMING WORLD » JULY 1999 




m 





MEDIUM 



HARDCORE SYSTEMS FOR HARDCORE GAMERS 


Award-Winning Micron '' Millennia^ Systems. Now available with the New Intel^ Pentium^ III Processor 550MHz. 






Model Nsme 

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Graphics 

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Warranty 

Inlel Pentium III pioccisor 4»HHa 

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Advent AV009 speakers 

5-ye3t/3-year Micron Power" limited warranty 
3-year on-slle service 11 mi led warranty 

Intel Pentium HI processor SSOMHa 

S12KB Internal 12 cache 

126HeiDOHHa SDRAM 

tSGB 72DO RPM Ultra ATA 66 hard drivt* 

3Com USRobotics V.90 WlnHodem’ ' 

16HB nVidia AGP graphics 

Sound Blaster UVE! Value audio card 

Advent AVOflS speakers 

b-year/3-year Micron Power" limited warranty 

3-year on-site service limited warranty 


1-year free® training ® Micron U online 

1-year free® Italnlng g Micron U online 

l-year free® training g Micron U online 

Software 

Included 

Microsoft' Windows' 9S 

Microsoft Works Suite 99 

1-yeat Earthlink Sprint lotstAccess*" 

Microsoft Windows 98 

Microsoft Works Suite 99 

Norton Antivirus 

1-year Earthlink Sorint TolalAccess*’ 

Mferosaft Windows 93 

Microsoft Works Suite 99 

1-year Earthlink Sprint TotalAccess** 

Also Includes: 

104-key enhanced keyboard 

Microsoft InlelliHouse' 

3.5' floppy drive 

104-key enhanced keyboard 

3.S" floppy drive 

104-key enhanced keyboard 

Microsoft InlelMMouse 

3.5' floppy drive 

SuperOlik 15-120 

Direct Price 
vrithout monitor 

SI 0 AQ ‘39/mo. 

Micron CoKSumei 
' Credit Card 

48 mos-i 

SI COQ Wmo. 

4e»10S.> 

SO 

Micron Consumer 

I CieditCard 

43mps.i 

Upgrade to: 

Upgrade to: 

I28MB lOOMIIa SDRAM 

Upgrade to: 

128HB1O0MH7 SDRAM 

Upgrade to: 

AV009 3-pIece speaker system 


t3GB Ultra ATA U hard drive* 

17" Micron 700C« (15.9" display) monllor 

ISGB UltraATA 66 hard drive* 

17" Micron 700Cx (15.9" display) monitor 

2DGB Ultra ATA 66 hard drive* 

17” Micron 70(Kx (15,9" display) monitor 

Direct ^Price 
with monitor 

$1 lAQ ‘51 /mo. 

|,/4^ Micron Consumer 
• CiedilCard 

4Smos.i 

SO rtAQ ’59/mo. 

Hicron Consumer 
f Credit Card 

43nios.' 

SP 400 

Micron Consumer 
» CreditCard 

48mos.' 


The Critics Rave 

Newt 






Breakthrough Prices on Powerful Millennia Desktops. 



If you live for gaming you owe it to yourself to play on thi 
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And, you get a one-year free' subscription to Micron 
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Talking to th 

The best thing you can do to improve 
your performance when connected to the 
internet is to make sure your ISP 
(Internet service provider) has a fat pipe 
to the Internet. A provider with redun- 
dant T3 lines, for example, will yield 
much better performance than an ISP 
with a single T1 line. Sometimes it takes 
a little research to find out what your 


e Big Pool 

ISP uses, but it's time well spent. 

You connect to the Internet using the 
TCP/IP protocol. If you're still running 
Windows 95, one of the key issues in the 
way Windows 95 handles dial-up TCP/IP 
connections is an arcane parameter 
known as MaxTMU. Changing this 
involves editing the <shudder> registry. 
Alternatively, you can download the cool 


shareware utility TweakDUN (Tweak 
Dial-Up Networking) from www.patter- 
sondesigns.com/tweakdun/. It is share- 
ware, though, so if you find it useful, 
make sure you pony up the 15 bucks — 
it's a small price for this useful tool. 
Another piece of freeware that fills the 
same role is PPP Boost, which can be 
found at www.hotfiles.com. 


Other Tuning Tips 


There are a few other things you can do 
to help system performance. One is to 
remove all the files that are created in the 
temporary folders. I once found 9MB of 
data in \windows\temp and 1 0MB in 
\temp. That's a lot of disk space for files 
that have only been used once. 

While we're on the topic of disk space, 
also check the space reserved for Internet 
temporary files. You can do this from the 


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Another space hog is the good old recycle bin. 

If you right-clid( on the recycle bln, you can 
change the setting for the amount of disk space 
reserved for the recycle bin. If you have a big 
drive, set this to 2 or 3 percent. 


_c 


Internet control panel. The temporary file 
property sheet is one of the first listings 
you see. 

For best gaming performance, you never 
want to have anything running in the back- 
ground. Unfortunately, Windows 98 sets up 
a lot of programs to AutoStart when you 
boot the system. Virus checkers, in particu- 
lar, tend to interact badly with games, if 
you have a virus checker, you may want to 


deactivate it during gameplay, 
then turn it back on when you're 
done. Another problem-child 
background app can be monitors, 
like those loaded by Norton 
Utilities or Nuts and Bolts. Take 
special care to deactivate crash- 
protection software while playing 
games. They work pretty well 
with standard Windows applica- 
tions, but a game is a differ- 
ent beast altogether. 

Finally, if your system has 
bogged down incredibly and 
nothing you do can perk it 
up again, you may be at 
the point where you'll 
need to do a clean rein- 
stall of Windows. I don't 
have the space to cover 
it in detail here, though. 

Note that you don't need 
to reformat your hard drive, but you 
do need to boot to the DOS prompt 
and remove the Windows directory. 
But before you do that, back up any 
email files — especially if you use 
Outlook 98. Also back up your 
"favorites" folder (if you're an 
Internet Explorer user), your 
dial-up networking settings, 
and your password (.pwd) files. 
Then make absolutely sure you 
have all your latest drivers and 
applications install CDs, 
because you'll need to reinstall 
everything from scratch, You can save 
some effort by copying \win95 or \win98 
(depending on your operating system of 
choice) from the CD to the hard drive. 
That way. you can run setup right from 
the hard drive. It may be useful to do a 
refresh install first. That is, run Windows 
setup from within Windows. Sometimes 
that will do the trick, especially with 
Windows 98. 




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What Windows 98 taketh away, Windows 98 can give 
back. Run MSCONFIG, and you can easily uncheck items 
you don't want loaded. 


At this point, you've had a taste of 
the things you can do to improve 
your rig's performance. There's a lot 
more information available on the 
Net and in other Ziff*Oavis computer 
publications. I've found ^ese Web 
sites to be useful; 


www.tweak3d.net (3D graphics 
cards and other great tweaks) 


our^|d.compuserve.com/home> 
page^lhelmig/faq.htm 
(Windows 95 networking FAQ) 

www.koan.com/~dwhr/perfor- 

mance.htmi 

www.annoyances.org/win98/ 

And finally, a little shameless seif- 
promotion; 

www.gamespot.com/features/pc 

workshop/ 


COMPUTER GAMI NG WORLD » JULY 1999 


x.compulergaming.com 



DEMONSTRATION #2 


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2 Smash into pieces. 

3 Toss over your shoulder. 


The sound those pieces make when they hit the ground atlaroundyou is you is the 
powerof A3D from Aureal, the only audio that works the way your ears do. 

That's why leading sound card vendors, such as Diamond. TerraTec. Turtle 
Beach, and Xitel, are using Vortex audio technology from Aureal, the only 3D 
audio accelerator that supports industry leading A3D positional audio technology. 

You can also find A3D positional audio on computer models from the industry's 
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Audio based on Aureal technology is awesome. But don't take our word for it. 
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0199S Aureal Semiconductor, Inc. A3D and Aureal are Irademarks of Aureal Semiconductor Inc. Other trademarks are properllea of their respective owners. 





LEAN « MEAN 




COMPONENT 

Motherboard 

PRODUCT 

ASUS P2B-F 

PRICE 

$140 

THE SKINNY 

Back to the future. 

CPU 

Pentium III/500 

S693 

The current fastest gun in the West. 

Memory 

256MB of CASa Corsair PC100 SDRAM 

$405 

Just think, a quarter-gigabyte. 

Disk Controller 

Adaptec 2940u2w 

$349 

80MB per second. 

Primary Graphics 

Hercules Dynamite TNT 

$130 

Stability, speed, and cooling. 

Secondary Graphics 

QuantumSD Obsidian X24 

$349 

The ultimate, single-slot Voodoo^ card. 

Floppy Drive 

Teac 

$20 

You still have to have one. 

Hard Drive 

Seagate Cheetah 13 

$955 

It's big, it's fast, it's loud. ..two out of three ain't bad. 

Backup 

Iomega Jaz 2 

$300 

2GB of backup. 

Hard-Drive Cooler 

APS Technologies drive cooler 

$40 

Cool it, baby. 

CD-ROM/DVO 

Pioneer 6x SCSI DVD 

$249 

New Pioneer slot-drive DVD. 

Monitor 

Sony F500 

$1,600 

Perfectly flat. Just perfect. 

Primary Audio 

Diamond Monster Sound MX300 

$89 

For four-speaker DirectSound, A3D, and EAX, 

Speakers 

LFT-11 

$500 

Beautiful imaging, clean sound. 

Rear-Channe! Speakers 

Jamo CS-5 

$500 

Ultimate rear-channel powered speakers. 

Modem 

Copper Rocket DSL modem 

$400 

DSL at last. 

Networking 

3COM Etherlink 10/100 PCI 

$70 

For fragging my buddies. 

Case 

In-Win Q500 full-tower ATX 

$115 

New improved model. 

Power Supply 

Turbocool 300 

5129_ 

More power, Scottyl 

Keyboard 

Logitech Newtouch 

$45 

In with the Newtouch, out with the Natural. 

Mouse/Pointing Device 

Logitech Cordless Wheel Mouse _ 

$59 

No tether! 

Action Game Controller 

ThrustMaster Fusion Digital 

$25 

Comfortable controller with USB. 

Flight Joystick 

ThrustMaster F22 Pro 

$129 

It just feels right 

Throttle 

ThrustMaster TQS 

$115__ 

More control than anyone needs. 

Rudder Pedals 

ThrustMaster Elite RCS 

$79 

Nearly perfect foot placement 

Driving Controls 

ECO p5 4000 

$1,129^ _ 

For the serious sim driver. 



■ TOTAL 

$8,619 ) 


COMPONENT 

PRODUCT 

PRICE 

THE SKINNY 

Motherboard 

Abit BX6 rev 2.0 

$140 

Five PCI slots, Softmenu, 440BX-— ready for Pentium ill. 

CPU 

Celeron / 433 

$175 

Effeaivelv the same as a PII/400. 

Memory 

128MB Corsair PC100 SDRAM 

$202 

128MB at last 

Disk Controller 

Built-in UDMA/33 

$0 


Primary Graphics 

Hercules Dynamile TNT 

$130 

Stability, speed, and cooling. 

Secondary Graphics 

Guillemot M3xigamer2 

$99 

Voodoo^ lor those Glide games. 

Floppy Drive 

Teac 

$20 

Still gotta have it 

Hard Drive 

Western Digital Expert 9.1 

$229 

7200rpm from Western Digital. 

CO-ROM/DVD 

Pioneer DRU-704 

$69 

Yeah, it’s got a trav. But it's fast. 

Monitor 

OptiQuestV9S 

$445 

Solid 19-inch monitor at a budget price 

Primary Audio 

Diamond Monster Sound MX300 

$82 

A3D and clean audio for under a C-nole. 

Speakers 

Boston Acoustics BA-63S 

$99 

Went back to my favorites. 

Modem 

Diamond Supra 56e 

$106 

Solid performance, good price. 

Networking 

N/A 

$0 


Case 

EianVitalTIO-AB 

$82 

The case for upgraders. 

Power Supply 

Built-in, 235W 

$0 


Keyboard 

Logitech Newtouch 

$45 

In with the new, out with the Natural. 

MouseJPointing Device 

Logitech PS/2 Wheel Mouse 

$18 

Better than its 'gaminq' mouse. 

Joystick 

CH Gamestick 3D 

$55 

Still the best-balanced flight stick around. 



The Fine Print: All recommendations based on actual evaluations. Prices listed are I 

average low quotes from Web price search engines like www.computershopper.com or www.pricewatch.com. — Lists compiled by Dave Salvator and Loyd Case 


COMPUTEK GAMING WORLD » JULY 1999 


v.computergaming.c 











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the internet. Combine that with 25 Internet games from World 
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gaming, baby! 


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VOODOO^ 3000 AGP • REVIEW 


Voodoo^: Fightin' the Good Fight 

A Bit Feature-Limited Maybe, But Slow It Ain't 


by Loyd Case 

here's something to be said for 
mature technology, and 3dfx is say- 
ing it loud and clear. The company's 
S20 million ad campaign, which touts 
its new Voodoo^ chipset (and targets 
general consumers rather than game 
geeks), is getting a lot of attention. All the 
noise does distract a little from the realiza- 
tion that Voodoo^ is probably the final 
chapter in the book that was Voodoo 
graphics. 3dfx's next architecture will entail 
a pretty serious redesign. 

Voodoo^ is, in essence, a Voodoo 
Banshee board with two rendering 
pipelines running at 1 43MH2 or better. We 
looked at the 3000 model, which clocks in 
at 1 66MHz. (We'll take a look at the 
Voodoo^ 3500, which runs at 1 83MHz, in 
next month's roundup,) All Voodoo^ 
boards — models 2000, 3000, and 3500 — 
ship with 16MB of RAM. Model 2000 lacks 
TV out. 

The dual rendering pipelines behave the 
same way as a pair of Voodoo^ boards in 
SLI mode. In addition, the high clock speed 
makes for some serious 3D performance — 
as 3D GameGauge numbers show. Voodoo^ 
is no slouch in this department. So in a sin- 
gle AGP slot, you have Voodoo^ SLI perfor- 
mance, pretty decent standard 2D 
(Windows) performance, and the ability to 
run Glide games very, very fast. OpenGL 
and Direct3D games also perform well with 
Voodoo^, 

When you open up the package, the first 
thing you see is the heat sink, which looks to 
be roughly the size of Manhattan, and covers 
more real estate than just the chip. The soft- 
ware bundle is quite good, too: full versions 
of UNREAL and NEED FOR SPEED III, a coupon 


for UNREAL TOURNAMENT, and an extended 
demo version of DESCENT III. Finally, there's 
3dfx Tools, which puts a lot of control into 
the hands of users (and has a slick user 
interface). 

But there are limitations. There's no option 
for 32-bit rendering and there's no memory 
configuration larger than 16MB. In addition, 
Voodoo^ can't do AGP texturing. This was 
apparent in the 3D WinBench 99 test, in 
which Voodoo^ couldn't run at a resolution 
of 1600x1 200x1 6. The Hercules Dynamite 
TNT, also with 16MB of RAM, could run at 
that resolution— albeit slowly. It's possible 
that the 3000 could have run 3D WinBench 
at 1600x1200 if it had 32MB of RAM, but it 
doesn't. 


So Voodoo^ Is fast, but the competition, in 
the form of nVidia'sTNT2 and Matrox's G400 
Max, among others, will give Voodoo^ a run 
for its money. 3dfx has no real alternative to 
the feature sets of its competitors: all it cur- 
rently has is Voodoo^ — its version of a 
stripped-down Dodge Charger with a 440- 
cubic-inch engine. Stiil, the technology, 
though older than the competition, gives up 
nothing in raw performance. 

Thirty-two-bit rendering won't start to 
become a big deal until QUAKE 3: ARENA 
ships later this year, and that game will likely 
be followed by other titles that need 32-bit 
rendering capability. But 16-bit output still 
looks good in current games, and for these 
games Voodoo^ definitely delivers. 233 




computer' 1 


A ^ ^ 


PROS: It’s fast and it runs Glide. 

CONS: Feature-limited, no 32-bit render- 
ing, only 16MB frame buffer, no AGP tex- 
turing, no OpenGL ICO. 
REQUIREMENTS: Celeron, Pentium ll/DI 
or K6 system with AGP slot. 

Price: S)79(M5RP) 

Menufaaurer: 3dfx 


www.3dfx.com (support ham www.stb.com) 


Performance Benchmarks 


WinBench 99 Business Graphics WinMark (1024x768x32) 
Voodoo! 3000 (166m) 180 
Henules Dynamite TNT 1 77 


3D WinBench 99 (I024x768xi6) 

936 


3D GameGauge at 800x600 

Voodoo33Q00{166mil 196.1 ' 
Hercules Dynamite TNT 142.3 


104.S .92.6 109.B 138.4 

H*89!S*^~82.V^3T'i^2.o 505 

[forsaken ^■incoming ^■TUROX ^■QUAtXll 


Motorhead (1280x10 24x16) 
Voodoo! 3000 (mm) 

Hercules Dynamite TNT 


The Fine Print: Tests were conducted on a Pentium III 
SOOMHt system with an Intel SE440BX2 motherboard, 128MB 
SDRAM, aVortexZ sound card, and EIDE storage components. 


.Y 1999 


A 


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Go to #109 @ ww^.computergamlng.coni/infollnk 



REVIEW • AMD K6-III 




; Aiming High 


K6-III Guns for Pentium III, but Offers No Price Advantage Over Intel 


I by Da' 

P 


by Dave Salvator 

laying second fiddle is just no damn fun. 
But having to watch the number-one 
guy repeatedly get all the glory (and the 
girls) can be a powerful motivator, Such 
has been AMD’s plight in the CPU busi- 
ness. But 1998 saw some very important 
gains for AMD, the only X86 maker really will- 
ing to take on big kahuna Intel in all ranges of 
performance. One advantage AMD's K6-2 has 
held is that it's been a solid performer that 
could be had inexpensively, and it's delivered 
good, though not market-leading, performance 
for games. But AMD lost nearly $1 04 million 
last year, and it needs to reverse its fortunes; 
as a result, street prices at press time for the 
new K6-IIIS were about the same as for the 
Pentium III at the same dock speed. 

But given that K6-1II doesn't clearly 
outperform Pentium 111, and that there's 
no longer a price advantage, it seems 
AMD doesn't have a very compelling 
case to make with gamers. 

So what's new in the K6-III? 

Basically, this part has its Level 2 (L2) 
cache integrated into the chip core, 
which allows the cache to run at full 
processor clock speed. Perhaps more 
importantly, the L2 cache now runs on 
a backside bus, so it no longer has to 
share bandwidth with system memory, 
as in previous AMD parts. However, 
despite this improvement, K6-lll's float- 
ing-point unit remains unchanged from 
K6-2, and so AMD is still dogged by a 
traditional weakness in relation to 
Intel: floating-point performance, which 
is key to making 3D games purr. 


Integer performance (whole numbers, like 
24) is important for business apps, and mat- 
ters for gaming as well. Floating-point per- 
formance (numbers with decimals, like 3.14) 
is extremely important for 3D games, since 
the triangles in the 3D pipeline are first 
processed in the CPU’s floating-point unit. 

And finally, a relatively new consideration is 
SIMD (single instruction multiple data) 
floating-point performance, which Intel and 
AMD have in the form of SSE and 3DNow, 
respectively. SiMD floating-point allows the 
CPU to handle more data per CPU cycle, 
thereby speeding up 3D performance. Of 
the three, traditional floating-point perfor- 
mance still matters most, since that's what 
nearly all current 3D games use and need, 
SIMD floating-point performance will matter if 


Performance Benchmarks 



WinBench 99 CPUMark99 


WinBench 99 FPUMark 


Am K6-HI450 

3DWB99 Transform 
AMDK6-III450 
450 

3DWB99 Transform and Lighting 

AMD 450 
Pentium 450 


Number Crunch 

When looking at CPU performance, 
there are three areas to examine. 


COMPUTER^ 

GAMIMG 


-WORLD 


A 




PROS; Solid integer performance; good 
performance boost with BDNow. 
CONS: No real price advantage over 
Pentium III; floating-point performance 
still trails. 

REQUIREMENTS: K6-lll-compatible 
motherboard. 


COMPUTCR GAMING WORLD » JULY 1999 


3D GameGauge @ 640x480 

AMDK6-III450 
Pentium III 450 

Quake II Time Demo 

AMDK6-III450 
Pentium III 450 

Quake II Crusher Demo 

Pentium III 450 27 


Jhe tint Print: Both systems tested mVi t2SMB oftOOMHi SDRAM. RIVA TnT-basedgrephlcs 
(aids wming nWrCa's Detonator driveis, Voiteit2-b3sed sound cards, and CIDC storage comfio- 
nents. All tests ran at SAOxdSO to rmitanypossdilebottienecb'ng by the graphics card. Pentium 
III was tested on an Intel SUaOBX2 motherboard: the K6-III was tested on an ASUS PSA. 


and when many games begin taking advantage 
of it, which may happen later this year. 

In our testing, AMD outscores Intel on inte- 
ger performance, probably due to K6-lirs 
onboard L2 cache. But on traditional floating- 
point performance, Intel still clearly outpaces 
AMD, which means on games with ever-grow- 
ing triangle counts that don't use SSE or 
3DNow, Pentium til will get you more frames 
per second. Lastly, on SIMD floating-point per- 
formance, the results tend to favor AMD, whose 
score on 3D WinBench 99's Transform test was 
well ahead of Pentium Ill's, This test measures 
how fast triangles get transformed (moved 
from frame to frame of animation) in Direct3D's 
Transform and Lighting (T/L) engine. Next, the 
T/L test measures how fast triangles can be 
transformed and lit using D3D's T/L engine. 

Here the result was too close to call. 

This is where things got a little weird. Given 
Intel's faster floating-point performance, we 
expected Intel to outperform AMD in game 
tests, and yet K6-III outpaced Pentium III run- 
ning 3D GameGauge 1.0, which left us scratch- 
ing our heads. But then we noticed that on 
QUAKE II (which has the highest triangle count), 
Intel bested AMD. So we fired up several newer 
test games with higher triangle counts, and 
here AMD's floating-point unit ran out of gas 
versus Intel. So while K6-I1I can hold its own on 
older games, Intel still wins running newer 
games with higher triangle counts. 

Yeah Well, Wait Till 
Next Time... 

AMD does respectably versus Intel in this 
round, but their second-class performance on 
traditional floating-point tests still keeps the 
crown out of reach. AMD's upcoming K7 will 
have a re-architected floating-point unit that 
could well put AMD over the top. For now, K6- 
III is a competitor, though given its lack of price 
advantage, Pentium III is still the better choice 
for about the same money. S32J 








QUAKE 11 FRAME RATES 


STB VOODOO 3 3000 

] Not Supported 


DIAMOND MONSTER FUSION IBANSHEEI 

Not Supported 


Why play with only 64,000 
colors when incredible 32-bit 
color rendering delivers 16.7 
million colors without 
compromising 3D frame rate 
performance 


Packing either 16MB or 
32MB of memory, 

RAGE FURY has the 
fastest 128-bit 3D graphics 
available for an incredible 
3D visual experience 


Featuring hardware DVD 
video acceleration and 
TV-out for big screen 
gaming (optional feature) 


Supports ATI-TV WONDER, 
the TV tuner add-on board 


Check out www.atltech.com 
for history-making news on 
RAGE FURY ana the latest 
32-bit true color 3D games 


46fps 






REVIEW • INTERACT'S SV-281 FORCE FEEDBACK FX RACING WHEEL 




I 


Drives Me Crazy 

I he Force Feedback FX Racing Wheel is a "wheel" 
only in the loosest sense. Rather than employing 
the typical wheel-with-pedals arrangement, the 
Force FX is actually a hand-held device modeled after 
remote controls used for miniature race cars. 

Installation was easy using the supplied driver CD, 
but one major downer is that the FX needs a pair of 
AA batteries for its force-feedback effects. 

When playing NEED FOR SPEED III (NFS3) with the 
FX, I found that the knob’s short throw and high resis- 
tance to movement left me facing the sides of the 
track more often than not. The device worked much 
better with MONSTER TRUCK MADNESS 2. One good 
aspect of the FX is the force feedback, which was 
decently rendered in NFS3. 

The packaging boasts that the FX is "perfect for 
those long, grueling days of racing," but reality tells a 
different tale. My left hand became seriously fatigued 
after just four laps in NFS3. And given that I'm 



PROS: Great idea, decent controller; 
good feedback effects for its size; easy 
Installation. 


CONS; Somewhat steep learning curve 
due to design: fatiguing to use; poor 
documentation; no power supply includ- 
ed, so it needs two AA batteries. 


ambidextrous and a southpaw mouser, this was espe- 
cially surprising. 

As it turns out, using the FX is an acquired taste — 
and it's a taste I'd rather not acquire. — Samuel B. 
Baker II 


REQUIREMENTS: Pentium 75MHz or 
higher, Windows 95 or better, t6MB 
RAM, 35MB hard-drive space, 2x CD- 
ROM, DirectX<ompatible video card, 
DirectX 5.0-compatibie sound card/game 
port, 2 AA batteries. 

Price: $39.93 

Manufacturer: interAcl Accessories, Inc. 


GAMING 


m 




m 



REVIEW • THRUSTMASTER FUSION 

Beauty and the Bus 

I t's official. I'm now a USB game con- 
troller convert. And with gobs of new 
USB gamepads on the market these days, 
it's pretty much all I'm using. 

ThrustMaster's new Fusion Digital, an 
updated version of their Rage3D gamepad, 
proved to be a solid USB performer, though 
it wasn't flawless. 

Installation is pretty straightforward, 
although you still have to connect the con- 
troller midway through the installation process. 

After connecting the Fusion to the joystick port of 
a Turtle Beach Montego II (Vortex2-based) PCI sound 
card, it showed up as "Not Connected." 

I took the Fusion for a spin through HIGH HEAT 2000, 
and it performed like a champ. Its "lizard-eye" D-pad design is still one 
of the most comfortable I've ever used, and it helps to reduce the 


GAMIMG 


"game-claw" 
feeling you get 
in your left 
hand after a 
long session. 

Problems 
with the tradi- 
tional joystick 
port are disap- 
pointing, but if 
you have USB 
ports on your sys- 
tem (you do, don't 
you?), you'll probably want to use one of those ports anyway. 
This way, you can keep both a regular joystick (connected to your 
joystick port) and a gamepad attached to your system without swap- 
ping. — Dave Salvator 


PROS: Solid USB gamepad; comfortable 
to use; painless USB installation; inex- 
pensive. 

CONS: Doesn't work via gam^ort on 
some PCI sound cards. 
REQUIREMENTS: Windows 98 for USB. 
Price: $25 

Manufacturer; TfiruslMasler 


REVIEW • GAME COMMANDER 

Listen Up! 

S peech recognition for games isn't new, but the Game 
Commander software package seems to really work. It's a 
relatively simple system with a fairly clean user interface. 

You use the included microphone headset to give verbal com- 
mands, which are either preset for a handful of "built-in" 
games or added by you for other games. 

Unlike more complex packages, like IBM’s ViaVoice, Game 
Commander requires no training for built-in game commands 
and minimal training for games you add. 

The current version 1 .0 doesn't support multiple-keystroke 
commands, but there's a beta up on www.gamecmdr.com that 
adds this important capability — with a few bugs, however. 

Still, Game Commander is amazing to use. I checked out the 
built-in presets for the games BATTLEZONE and MECHWARRIOR; 

MERCENARIES. These worked well, so I created a template for EUROPEAN A!R 
WAR. Within about a half hour, I was up and flying, telling the computer, 
"Check six" and "Wing-engage bandits." After the battle I could say "Vector 
home" and get the heading for home base. It was a real eye-opener. 



COMPUTER 


GAMING] 

^ORLP 


PROS: Simple speech recognition, mini- 
mal training, easy setup. 

CONS: Multiple keystroke version still in 
beta stage. 

REQUIREMENTS: Pentium 200MMX or 


Price: $44.95 

Manufacturer; Mindinaker SofW/are 


This is probably not a package 
for first-person shooters, though. 
There is a momentary delay while the command is executed, and in multi- 
player games, a split-second could mean instant death. But sim jockeys may 
have finally found something better than keyboard templates and even more 
complex HOTAS controllers. Check it out. — Loyd Case 


lik COMPUTER GAMING WORLD » JULY 1993 


^r.computergamlng.c 




lerfcom lopt 



y thi M 
ishini 

City 3 
.and 1 
one 2 
I 3D 
outh 
tfarZo 
y man 
ger 

?nt E 








Crank Up Your Computer! 

80 brain-frying watts of power. Bone-thumping bass from our Advanced Active Servo Tcclinology. 

2-way satellites with piercing highs and aggressive mids. Welcome to the new breed of Yamaha multimedia speakers. 
The new Yamaha YST-MS50 and YST-MS55D (with USB) are the best speakers for games and music on your computer. 
They’ll even blow away your stereo. Get them for as low as $129* at your favorite computer and electronics stores. 



MULTIMEDIA SPEAKERS • C D - R E W R I T A 8 L E RECORDERS • HEADPHONES • SOUNDCARDS 

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Go to #291 @ www.compulergaming.com/infolink 


How Do We Rate? 


Quote o' the Month 


A ★ A ★ ★ 


Outstanding 

The rare game 
that gets it 
all right. 

A must-play 
experience. 



A A A A 


Very Good 

Worthy of your 
time and 
money, but 
there are 
drawbacks. 



AAA 


Average 

Either an ambi- 
tious design 
with major 
flaws, or just 
vanilla. 

★ ★ 




Abysmal The 

rare game that 

gets It all 

wrong. 

Pathetic. 

Coaster 

material. 






This game says hello like the business 
end of a Louisville Slugger. 

—Dave Salvator, reviewing High Heat 2000 

77 


LOOKING PAST THE HYPE 



The antithesis of ULTIMA ONLINE. 



In some ways, 



Back by popular demand! Now including the highly 
anticipated Best page. 


Heroes of Might and Magic III 


[TTTjT^I’T^B 

1 CG EDITORS’ CHOICE GAMES IN 1 

GAME 

RATING 

PAGE 

Battleground; Chickamauga 

* * A > 

162 

Civilization; Call to Power 

**** 

145 

Darts 

* A * r 

”166 

Email Battleship 

* 

166 

Email Scrabble 

A A A y 

166 

EverQuest 

A A A A 

130 

Fighter Squadron 

AAAy 

137 

Fleet Command 

A A A A 

152 

Heroes of Might & Magic III 

A A A A A 

148 

High Heat 2000 

A A A A A 

140 

Lands of Lore III 

A A 

133 

Machines 

A A 

165 

Redline 

AAAy 

123 

Requiem 

AAAy 

127 

Roller Coaster Tycoon 

A A A A 

159 

Smolensk to Moscow 

AAA 

165 

Triple Play 2000 

AAy 

141 

Warzone 2100 

A A A > 

162 

X-Wing Alliance 

AAAy 

134 



A 


/.compulergaming.c 


COMPUTER GAMING WORLD » JULY 1999 














wuw • homeworld<net 


et999 sierra On-Line I 






LOCATION: The Great uJasteland 
DESTINATION: Galactic Core- 


inner of UGO's Best Real-Time Strategy Game of E3 



J 






' Command the smallest 
scout ship or 
your entire armada in 
an unrestricted 3D 
world for pinpoint 
V control* , 


'Explore super-detail ed\ 
galactic regions^ from | 
asteroid fields to j 
^nebulae to dust clouds*/ 


^l[RR/[ 

^ STUDIOS 


Lead your Armada through ' 
l>b single-player 
missions-! or play against 
seven opponents over 
the Internet or LAN in 
multiplayer scenarios* 

A robust mission 
editor lets you create 
your own maps for 
V online campaigns* J 


Go to #053 @ www.computergaming.com/infolink 











REDLINE 


REVIEW 


The Bloody Red Line 

REDLINE Delivers Postapocalyptic Car-nage 


by Mark Clarkson 

T hings have been tough 
since the apocalypse. 
Gangs roam the cities and 
highways in lethaliy armed 
cars, killing and some- 
times eating their foes. 
Unleaded gas is up to 512.75 a 
gallon — don’t even ask about 
nitro. Fortunately, you're not out 
to save the world — it's far too 
late for that. You just want to 
save your ass. 


Blood on the Highway 

Set in a grim future of warring 
gangs and greedy companies, 
REDLINE is particularly bloody, 
even for a first-person shooter. 
Characters don't just die; they 
explode like an M-80 going off in 
a baggie full of liver, leaving 
headless bodies and severed legs 
stumbling and dancing around. 
You deal death roughly half of 
the time on foot and the other 
half in various vehicles, from 
motorcycles and dune buggies to 
tanks and turrets. 

The eye candy includes the de 
rigueur particle and lighting 
effects, wall damage, and huge 
explosions. Cars blow up with a 
ferocious bang that throws big 
chunks of scrap metal into the 
air, where they explode again. 


COMPUTER 

GAMIKIG 

wo R L D 




PROS: Both four- 
wheeled and on- 
foot mofister-frag- 
gin' fun. 

CONS: Brute-force 
level design. 

DIFFICULTY: 

Intermediate. 

REQUIREMENTS: Pentium 266, 32MB 
RAM, 300MB hard-drive space. 

3D SUPPORT; Direct3D required. 
MULTIPLAYER SUPPORT: IAN or 
Internet {2-1 2 players); 1 CO per game. 


Ptrcp: $39.95 
Publishei; Accolade 





PEEKABOO 2100 The weapons aren't all that original, but the best 
of them, like this sniper scope/rifle, can deal plenty of carnage. 


pretty solid, particularly in the 
case of the gruff but lovable com- 
mander, Liddy, who guides you 
through the missions. Interstitial 
movie segments and briefings are 
rendered direptly in the game 
engine; unfortunately, this forced 
me to restart once when a guy 
got stuck behind a parked car 
and couldn’t continue the canned 
sequence. 

Mixed Bag o' Carnage 

REDLINE has 12 single-player 
missions, ranging from car-versus- 
car battles and stalking aliens on 
foot in a crashed spaceship to 
racing full-out across the blasted 
wasteland in an attempt to reach 
a garage with the "jaws of life" 
before the bomb that's wired 
under your car goes off. 

Still, the main goal of game- 
play is pretty straightfonvard: Kill 
everything in sight. There are a 
few hidden areas scattered 
around, and there's the occasion- 
al simple puzzle, but they’re so 
rare I hardly ever thought to look 
them until I found 
myself stymied. 
Multiplayer action — 
deathmatch and cap- 
ture the flag — tends 
to be almost prohibi- 
tively fast and fierce. 

Unfortunately, level 
design is too often of 
the "let's create a big 
room with 32,000 
monsters in it" variety. 
In the very last seg- 
ment, you defend your 
base against seeming- 
ly endless waves of 
cars that keep coming for more 
than an hour (not counting any 
time you might spend dying and 
restarting the game). 

While other games have tried 
to mix vehicular and on-foot 
combat and done it badly (think 
NECRODOME), REDLINE does a bet- 
ter job of blending the two into a 
flashy, fast-paced package. If you 
can tolerate the somewhat deriva- 
tive gameplay structure and the 
endless waves of enemies, you'll 
enjoy a spin behind the wheel of 
this deathmobile. 


And when something really big 
lets go, the ground shakes and 
rolls, the screen flashes white, 
and shock waves race outward. 
Plenty of items in the levels are 
destructible — boxes, rusting 
hulks, street lamps, you name 
it — and you can blast your way 
through the occasional crumbling 
wall or cracked door. 

REOLINE's hand-held weapons 
are mostly standard fare: buzz 
saw, rocket, machine gun, and 
grenades. Some new toys include 
flash grenades, available only in 
multiplayer, which blind your 
opponents, and the EMP gun, 
which temporarily disables a 
vehicle and forcibly ejects the 
driver. My personal fave? The 
sniper rifle with a 4X scope and 
explosive slugs. 


Vehicles also come equipped 
with an assortment of guns, can- 
nons, mines, and rockets (both 
guided and unguided). Most even 
have guns that shoot sideways — 
nice to have when you're fending 
off a horde of mutant cannibals. 

Sounds vary from great (the 
machine gun) to so-so (the cars' 
engines), and the voice acting is 




i/.computergaming.c 


COMPUTSR GAMING WORLD « JULY 1999 





HOP A TRAIN TO GET AROUND TOWN. 


TARGET SPECIFIC SDDY PARTS AND ACTUALLY SEE 
THE DAMAGE DONE - [NCLUDINC EXIT WOUNDS. 


TALK TO PEOPLE THE WAY YOU WANT... 
FROM SMACK TO COOL 


KINGPIN: Lite oi Crime: ©1999 Xatrix Entertainment, Inc. All rights reserved. This product contains software technology licensed from id Software, Inc. ("id Technology"). Id Technology 
©1996, 1997, 1998 Id Software, Inc. All Rights Reserved. Kingpin, Kingpin: Life of Crime, Interplay, the Interplay logo, and "By Gamers For Gamers." are trademarks of Interplay 
Productions. Xatrix and the Xatrix logo are trademarks of Xatrix Entertainment, Inc. All rights reserved. 






For more info 0o to www. interplay. com/Ko-(oc.titml. 
Go to #299 @ www.computergamlng.com/infolink 


EVEH MOODS BYKECmCM GANG 
MEMBERS YOU WANT ON YOUR SIDE. 






MORTYR 


ONE DOWN... 

AN ARMY TO 00. 



“^ollsnstein 30 mith 
all the latest aili/aeees 
in game glay ani 
gray It las." 

■PC BMPO 




REQUIRES 



null. aiorlyr. cam 

Go to #176 @ wvm.computergamlng.com/infolink 




REQUIEM: AVENGING ANGEL • REVIEW 


Torched by an Angel 

Angel With an Attitude Hits Lucifer Hard in 3D0's Action-Thriller 


by Gordon Goble 

S et against a pulsating, 
almost liquid backdrop of 
blood-red textures pulled 
from Hell itself lies a 
melange of death, a land- 
scape dotted with the 
writhing, partially gutted bodies 
and torsos of those unfortunate 
enough to be on the front lines of 
a maniacal rampage. This is 
Chaos, where Satan's demons 
have their way with us humans, 
and you'll find yourself wading 
through it within the first five 
minutes of REQUIEM: AVENGING 
ANGEL. Yet this graphic introduc- 
tion is less a visual indicator of 
upcoming gameplay than an 
impetus for you, as God's chosen 
angel Malachi, to fight for what is 
right and ensure that such car- 
nage does not spread to Earth. 


On a Mission 
From God 

Frightening on a grand scale, 
with creatures, weapons, and sin- 
ister environments that rival those 



PROS: Excessive 


violence; better- 
looking monsters 
and better monster \ 
death scenes than ' , 
most competing | 
games; great 
audiovisual variety; i 
powerful weapon 
and spell effects; some interaction 
between characters. 



CONS: Excessive violence; sometimes 
questionable monster actions and reac- 
tions: extreme difficulty forces lots of 
repetition. 

DIFFICULTY: Advanced. 


REQUIREMENTS: Pentium 200, 32MB 
RAM, 275MB hard-drive space. 

3D SUPPORT: 3dfx, Direct3D. 


MULTIPLAYER SUPPORT: Modem, 
serial connection (2 players), LAN, 
Internet (2-8 players); 1 CD per player. 


of any game, REQUIEM is 
somewhat less sophisti- 
cated than the reigning 
shooter king, HALF-LIFE, 

The manual and online 
tips try hard to convince 
you it's not a blatant 
klllfest, but the game is 
far more shooter than 
thinker. Still, you must kill 
selectively, since killing 
the innocent has dire 
consequences: use the art 
of conversation to extract 
important information 
from NPCs; and locate and utilize 
various items to help you along 
your way. 

It's a good thing, then, that 
Malachi is one capable spirit, with 
an array of both magical and sec- 
ular powers at his disposal. As 
God's smiting hand, you'll have 
command over an assortment of 
offensive and defensive spells, 
each garnered after completing 
certain tasks or entering key 
areas. Spells are cast in much the 
same way you'd fire a traditional 
weapon. 

And man, do some of these 
spells pack a wallop. For example, 
Apocalypse destroys everything in 
the vicinity amid a blinding flash 
of light, while To Salt reduces ani- 
mated bodies to crumbling pillars 
of dust. All, however, pale in com- 
parison to Bloodboil, where your 
target percolates and spews 
blood before ejecting limbs and 
head and ultimately exploding. 

Malachi can also Heal, Deflect 
attacks, shine Holy Light in dark 
tunnels, take momentary Flight, or 
just simply mosey about unarmed 



BATTLING YOUR PERSONAL DEMONS In this case, 
your personal demon just happens to be Satan. Have a 
nice day. 


to avoid suspicion. You may even 
want to Warp Time and slow 
things down — great when sur- 
rounded by monsters. 


Holy Hand Grenade 

Alternately, if mystic powers 
leave you feeling cold, more con- 
ventional worldly weapons run all 
the way from your basic handgun 
to grenade launchers, zooming 
sniper rifles, and missile launchers. 
Each shot is accompanied with 
believable audio bursts and slick 
visual indicators, the most spectac- 
ular being the tremendous fireballs 
and thick smoke screens from the 
powerful long-range missiles. 

The fast-framed and mostly 
Earth-bound REQUIEM world, 
meanwhile, is simply beautiful. It's 
peppered with dizzying ups and 
downs, water to swim through, 
breakable windows, moving sub- 
way cars, open-air rooftops, eleva- 
tors, and murky caverns. Each thor- 
oughly convincing outdoor and 
indoor backdrop is draped with 
superb lighting and color. 



% 


1 


' 



■it- 



( 


Turning your enemies to salt 
or boiling their blood until 
they explode are just a couple 
of the nifty heavenly powen 
you'll use to show heathens 
the error of their ways. 



It's worth noting 
that, particularly at 
the middle and 
upper difficulty lev- 
els, the progress of 
Malachi will be 
stalled intermit- 
tently by maze-like 
nooks and cran- 
nies, puzzling 
mobility tests, and 
that tired old 
unlock-the-door 
recipe. With all this 
and a legion of 
evildoers to boot, saving religious- 
ly is strongly recommended. 

Adding to the game's appeal, 
bad guys come in virtually any 
form you can imagine, from 
humans, human-mechanical 
hybrids, and pure machines to 
demon dogs and bizarre flying 
beasts with diaphanous wings. At 
the completion of each of the trio 
of acts waits a particularly vicious 
brute that will taunt and talk and 
perform an incredible circus of 
stunts and a great light show 
before killing you. While enemies 
generally act sensibly as they pur- 
sue you and coordinate assaults, 
they are also capable of aaing like 
complete idiots, sometimes circling 
in front of you as if you weren't 
there. Other drawbacks include 
monsters' propensity for appearing 
out of nowhere and for simply 
standing in one place, waiting for 
you to cross a trigger point before 
they notice and attack you. 

REQUIEM follows the HALF- 
LIFE recipe of mini-chapters as 
opposed to time-consuming full- 
level loads, and in this way it's 
wonderfully fluid. Voice acting, 
so vital in a game with this 
much verbal interaction, is 
strong throughout, and ambient 
sound effects are appropriately 
frightening. Heavy-duty lag time 
bedeviled online play on 
Mplayer, but hopefully 3D0 will 
fix that. 

Still, with its thundering 
gamepiay, frightening sound and 
graphics, and innovative use of 
holy powers, REQUIEM: AVENGING 
ANGEL is a hot-as-Hell little 
number. K'iVi 


I 


w.computergaffling.K 


COMPUTER GAMING WORLD • 








sunnER 


.gametx.com 


SInIsiar 0 1982 Midvfiy Games Inc. SInIslar and Midway are regislered Irademarks ot Midway Carnet Inc. and used 
under llcenia dy THQ Inc. All rigtits reserved. GameFX and THQ Inc. are Itedemarks ol THQ Inc. Settwaie la this 
gamB&199STHQ Inc. All rights reserved. 



REVIEW • EVERQUEST 


Online Bashfest 


Despite Technical Problems and Simplistic Premise, EVERQUEST Is Actually Fun 


I 


by Thierry Nguyen 

[ VERQUEST is the DIABLO of 
1 999, An odd comparison, 
you say? Weil, here's how 
they're alike; They both 
offer a very simple premise 
("go forth and thwack 
many creatures to gain levels and 
loot"), and despite this simple 
premise (or maybe because of it), 
they’re both damn addictive and 
fun. While many details keep 
EVERQUEST from being perfect, 
it's ultimately a great way to eat 
up your time online. 


Elven Rangers Away! 

For an online-oniy game, 
EVERQUEST is very much a tradi- 
tional RPG. It begins, like most 
RPGs, with character generation. 

First, you need to choose a server 
(they are all located in southern 
California, so you just need to 
select one based on how many 
people are on it). Then you choose 
your race, class, face, and name, 
and distribute attribute points. 

Due to the time investment this 
game requires, and the reality of 
deadlines, I did most of my gam- 
ing with a traditional RPG class 
(Half-Elf Ranger), and dabbled 
with some other characters and 

computer' 1 

GAMIM^ 

WORLD I 





CIRCLE OF MAGIC The best way to play EVERQUEST is to find five 
other gamers, join up as a party, and bond together via magic 


servers to get a feel for the game. 
Leveling is likeAD&D, in that it 
takes a long, long time to gain 
levels depending on what you do. 
Realistically, most people will only 
have time to develop two, maybe 
three characters at most. 

Character development in 
EVERQUEST is skiils-based. Each 
character starts with a certain set 
of skills, and you improve these 
skills by using them. Your skills 
will cap out after a while, howev- 
er, and you'll need to gain anoth- 
er level to develop them further. 
The way to increase levels is 
either through lots of combat or 
finishing quests for your guild or 
other NPCs. Finally, every time 


you gain a level, you get five 
"practice points" that you can 
use with your guild trainer to 
immediately increase a skill's 
level. This is useful for skills that 
take a while to rise, as you can 
give them a slight boost right on 
the spot. 

Combat is real-time, but it's 
not a frantic mouse-clicking festi- 
val, Each weapon has a specific 
speed, so clicking your mouse as 
fast as you can won't work — you 
have to wait for your weapon to 
be available again. Even easier, 
you can just target your foe and 
press A to initiate auto-combat; 
all you have to worry about is 
keeping the enemy in view, 


A Hunting 
We Will Go... 

EVERQUEST is an extremely 
social game. Several aspects of 
its design are geared to support 
teamwork. For one thing, to ease 
concerns about rampant killing 
and looting, there is a player- 
versus-player (PVP) flag. Non- 
PVP players cannot be harmed 
by PVP players, and can't be 
looted by them either, in life or 
in death. You have a choice of 
whether or not to be PVP, You 
can either activate PVP mode 
yourself or start on a server 
where everyone is PVP, 

After that, you'll realize that 
once you hit a certain level, it's 
usually pretty hard to take on 
monsters by yourself. It's then 
time to find some other players 
around your level (up to five oth- 
ers). and band together. That fear- 
some Ore legionnaire won't seem 
so bad once you have a Mage, 
Cleric, and fellow Warrior taking 
it on. However, if you are three or 
more levels apart from each 
other, the lower-level person 
won't get any XP. This is to deter 
newbies from tagging along with 
their buddies for free XP. 

Finally, there is a thriving play- 
er-driven economy. While people 
still buy from NPC shops, a lot of 
gamers develop their trade skills, 
and you're guaranteed to see 
someone auctioning off some odd 
item every couple of minutes. 

With NPCs charging outrageous 


PROS: Good 
graphics engine, 
large gameworld, 
choice of PVP or 
not, teamwork 
emphasis. 

CONS: Simplistic 
gameplay: 
abysmal manual; occasional major tech- 
nical problems. 

DIFFICULTY: Intermediate. 
REQUIREMENTS: Pentium 166. 32<VIB 
RAM, 500MB hard-drive space. 

3D SUPPORT: Glide. DirectSD. 
MULT1PUYER SUPPORT: Multiplayer 
only. 



Price; S44.9S 

Publisher Sony/989 Studios 




WELCOME TO WEST ORCLAND EVERQUEST 
does a great job of varying the looks of the 
regions, such as this Ore town on the outskirts 
of the Wood Elf town Kelethin. 







TROLLING FOR LOVE The different races have 
unique characteristics, from the disgusting 
-Trolls to the intellectual Erudites. 


A. 


COMPUTER GAMING WORLD » JULY 1999 


v.compu terKamirg.com 







ladkisl 


tMelecnw to Ev«iOu«:(i 

veu hove ertereil Wcjt f teeport 

Katandni it Im te> awv/ to risped. 


TttAel says , Ttiant YOU Ur* 


MURDERERS AND THIEVES The red names indicate that the player is m PVP mode. You 
can either activate PVP mode yourself or start on a server where everyone is PVP. 


the three continents takes about 45 minutes in 
realtime), and there's a variety of environ- 
ments, from the peaks of Everfrost to the dingy 
underground caverns of Ak'Anon. 

Lag is handled extremely well. Client predic- 
tion is built in, and what sometimes happens is 
that an enemy stands still and then "warps" 
forward, but that's nothing big. When the lag 
does hit, however, it hits hard. A couple of 
times. I got severe packet loss, and just 
dropped out of the game altogether. 

What's wrong with EVERQUEST? Well, the 
manual is horrid. An ugly table listing all the 
skills would have helped greatly, instead of a 
woefully vague description of about five skills. 
Also, the quests, as they stand, offer too little for 
too much. I find an Ore with an axe, and all I get 
is a bit of XP and the equivalent of four cents? 
So, until the quests become more motivating, 
you have to gain XP through lots of combat, 
which may be too simplistic for some gamers. 
Finally, the loading times between the various 
zones of the world can take a few minutes. 

Then the inevitable question; EVERQUEST or 
ULTIMA ONLINE (UO)? I have to take the 
"apples and oranges" argument here, because 
that is what it boils down to — even if that 
sounds like a cop-out. UO is a world simula- 
tion, EVERQUEST is a social hack-and-slash. UO 
has more freedom built into it, and you can 
actually make a living off of trade skills. 
EVERQUEST is more about sheer adventure and 
combat, and the trade skills are useful, but you 
can't really be a tailor or a baker. Those want- 
ing a deep world sim should go to UO, while 
those who like hack-and-slash gaming should 
go to EVERQUEST. 

Is it worth the $9.89 per month? That 
depends on three things: (1) you don't mind 
the pure hack-and-slash gameplay, (2) you can 
find some like-minded adventurers to quest 
with, and (3) you're willing to put up with the 
minor annoyances that pop up every now and 
then. If you meet these criteria, you'll find 
EVERQUEST a very fun and rewarding online 
RPG. 


FLUTTERING FAERIES EVERQUEST has ail 
the typical fantasy aitters to kill. Note that 
this is nighttime and the Pixie generates 
her own light. 


LESSON IN THE DOJO Level gains give 
you the chance to practice your various 
skills with your designated guild trainer. 


prices (armor that costs as much as my San 
Francisco apartment), players turn to each other 
for commerce. 

When playing on an unofficial "role-play" 
server (like Fennin Ro), you really see people 
taking the game seriously. There, I've seen peo- 
ple debating the true nature of a Paladin, or 


snobbish High Elves 
making disparaging 
comments about both 
Dark Elves and Wood 
Elves In conversation. 
Okay, it is a bit geeky, 
but it's better than see- 
ing guys named 
hOxOrdOOd talk about 
their latest warez trade. 


Clockwork 
Machinery in 
the Fair Land 

Technology-wise, 

EVERQUEST is outstand- 
ing. It uses a 3D engine 
comparable to those of 
action games. Spell 
effects earn a lot of 
"wow, pretty" reactions, 
as do the changing 
weather and the overall look of the characters 
and the towns. There are still some rough-look- 
ing areas, but overall, the engine puts 
EVERQUEST light years ahead of other RPGs. 
The gameworld is huge (boat travel between 


Newbie's Guide to Norrath 

The game's manual is abysmal, but for- 
Unately there are quite a few online 
sites that give you great Information on 
the game. News sites like www.eqvault. 
com or eq.stratics.com are good places 
to start. The best site for newbies is 
AllaKhazam's guide (everquestgames- 
tats.com), which offers good tips for 
character generation, plus links to the 
main EVERQUEST sites. Also, be sure to 
check out GameSpot's excellent 
GameGuide at www.gameguides. 
com/guides/evrquest/lndex.html. 


v.compufergaming.c 


COMPUTER GAMING WORLD ■ JULY 1999 








**A great game for 
those who like 
well-crafted plots. 
Interesting and well- 
acted characters, and 
healthy doses of 
murder, intrigue and 
mystery.** 

— Sci'Fi Universe 


SOUTHPEA 

INTERACTIVE 

DELUXE EDITION 

Includes DVD-ROM, 6 CD-ROMs and Strategy Guide 



“Best Adventure 
Game of the Year.** 

— JUST Adventure 

**Plot and puzzle are 
evenly balanced to 
propel you forward 
. . . you’ll be too 
embroiled to give up.** 

— PC Games 


**An absolutely out- 
standing gaming 
experience** 


**’98 Editor’s Choice 
Award ** 

— WarZone gaming site 

“combines a rich visual 
experience . . . with a 
detailed story and 
hours of gameplay.** 


A sci-fi adventure that 
will immerse you in 360® of 
completely seamless, incredibly 
realistic, motion picture- 
quality gaming. 


IflDEoirEnLllL 


**a Star Wars meets 
Indiana Jones meets 
Sherlock Holmes 
interactive adventure ** 

— Unsealed 
Entertainment webzine 


— Next Generation 



story and 
puzzles.** 




www.southpeak.com 


® 1999 SoulhPeak Interactive. All rights reserved. SouthPeak Interactive, the SoulhPoak Interactive logo and Dark Side ol Ihe Moon are trademarks or 
registered trademarks ol SoulhPeak Interactive LLC. Video Reallly and the Video Reality logo are trademarks or registered trademarks of SAS Instliute Inc., 
used under license. Other brands or product names are trademarks or registered trademarks ol their respective companies. 



LANDS OF LORE III 


REVIEW 


Strike Three 

LANDS OF LORE III Continues the Franchise's Steep Decline 


by P. Stefan "Desslock" Janicki 
■ hen LANDS Of LORE: 

I GUARDIANS OF 
DESTINY was released 
in 1997, many role- 
playing game fans 
were disappointed 
that the belated sequel cast play- 
ers in the role of a single, preset 
character and bore little resem- 
blance to its predecessor, THRONE 
OF CHAOS. By minimizing RPG 
elements and crafting an adven- 
ture/RPG/action hybrid, develop- 
ers at Westwood hoped the sec- 
ond LORE game would have 
broader appeal. With RPGs enjoy- 
ing a renaissance, LANDS OF LORE 
III has been released with the 
enticing prospect of enhanced 
RPG elements. Unfortunately, sim- 
plistic gameplay, barren environ- 
ments, and horrible character Al 
collectively make playing LANDS 
OF LORE III an unsatisfying gam- 
ing experience. 

Soul Purpose 

Players are given the guise of 
Copper LeGre, who, after witness- 
ing the dismemberment of his 
father and nasty stepbrothers 
courtesy of dimension-hopping 
hounds, realizes that he's both 
become the heir to the throne of 
Gladstone and lost his soul. 


COMPUTER 

GAMII\fC 





B acting. 


CONS: Outdated 
graphics, horrible Al, 
overly simplistic 
combat barren 
environments, bad \ 

DIFFICULTY; Easy. 

REQUIREMENTS; Pentium 166, 32MB 
RAM, 450MB hard-drive space, 

3D SUPPORT: 3dfx, Direct 3D, 
MULTIPUYER SUPPORT; None. 

Price; $44,95 

Publisher: Westwood Studios 


w.computergaming.com 



Copper has to travel through por- 
tals to five strange "worlds" in 
order to conveniently both save 
the realm and recover his soul. 
Thanks to the court mystic, lack- 
ing a soul hampers Copper less 
than losing a wristwatch and 
bears no impact on gameplay 
whatsoever, other than giving you 
additional motivation in case 
"saving the realm" wasn't suffi- 
cient encouragement. 

Unfortunately, gameplay is 
substantially similar, and uniform- 
ly simplistic, in each dimension. 
The realms lack scope and, with 
the notable exception of the fire 
World's dragon city, any sense of 
scale. There's only a handful of 
creatures in each realm and less 
than a dozen characters who 
have more than two lines of 
speech. Exploring a world largely 
consists of traveling down barren, 
linear, claustrophobia-inducing 
paths. A capable 3D card will 
produce some nifty, if overused, 
colored lighting effects and 
impressive backgrounds, but the 
quality of the graphics varies 
greatly, as the voxels and sprites 
used to depict characters and 
items devolve into pixelated 
blobs up close. Certain areas 
(Underworld, Shattered Desert) 
overcome the limits of the game's 
engine, producing a few memo- 
rable moments. Others, such as 
the forest, with its canopied roof, 
pixelated bushes, and solid walls 
of textured trees, look completely 
artificial. 


FamiEiar Play 

You can customize your char- 
acter by joining one or more 
guilds and by selecting a familiar 
(a guide). There are four guilds 
(fighter, mage, cleric, and thief), 
but there's little incentive not to 
enroll in all of them. Copper 
gains levels faster with fewer 
memberships, but levels are rela- 
tively unimportant, since there's 
readily available equipment 
that'll enable neophyte characters 
to dish out formidable damage. 
Gaining levels is ludicrously easy 
in any event, as you can rack up 
experience stomping pitiful train- 
ing opponents. Each guild offers 
only a couple of quests once 
you've completed its initiation, 
and later quests primarily require 
a tedious return trip to an 
explored world to grab a previ- 
ously inaccessible item. 

Voice acting is generally painful 
and often occurs at inappropriate 
times. During frantic moments, 
your familiar will invariably 
announce an intention to look for 
trinkets while Copper retorts 
that he's "hungry enough to eat 
a horse." Huh? Get in the 
game, Copper. Play to win. 

Al is atrocious, as the mute 
iower-Gladstone citizens smash 
against walls and the pathfind- 
ing of the three dozen enemy 
types makes combat almost 
always a joke, winnable by 
strafing left and right and 
bouncing arrow after arrow off 


the heads of your hapless, unco- 
ordinated foes. Since opponents 
are rare, the environments them- 
selves challenge you with jump- 
ing and "thrilling" box-stacking 
puzzles that are apt to cause 
more character deaths than the 
game's battles. It's hard to under- 
stand Copper's constant need to 
inhale food, or the gameplay ben- 
efit which that touch of "realism" 
provides, in a light-hearted game 
that features fireball-hurling 
chickens. 

Concluding LORE 

The game isn't all bad. Music 
and sound effects are varied and 
appropriately reflect Copper's 
immediate surroundings. Some 
elements from past games make 
welcome reappearances. The 
interface provides convenient 
access to available items, spells, 
and weapons and the comprehen- 
sive journal automaps your travels 
and records NPC conversations 
and other useful information. 

But the few noteworthy fea- 
tures are overwhelmed by the 
game's flaws. The initial release is 
unstable, frequently crashing on 
startup with some video cards, 
and it's intolerant of certain virtu- 
al memory cache settings and 30 
sound cards. Clipping errors and 
missing textures are frequent 
enough that I suspected pits of 
being graphical errors. Ulti- 
mately, however, it's the simplis- 
tic and repetitive gameplay that 
makes LANDS OF LORE lli more of 
a chore than a pleasure to play. 

Editor's Note: A longer version 
of Desslock's review can be found 

at www.gamespot.com. 



COMPUTER GAMING WORLD • 







REVIEW • X-WINC ALLIANCE 


Death Star Duel 


Numerous Glitches Weaken Lucasarts' Epic New Star Wars Sim 



by Thierry Nguyen 

A shady figure plays with a 
deactivated lightsaber. “I 
understand. You found 
paradise in the Empire, 
had a good trade, made a 
good living. The storm 
troopers protected you, and there 
were courts of law. And you did- 
n't need friendship from me. But 
now you come to me and you 
say, 'Don Azzameen, give me jus- 
tice. ' But you don 't ask with 
respect You don't offer friend- 
ship. You don't even think to call 
me Jedi Master. Instead, you 
come into my house on the day 
the new Death Star goes online, 
and you ask me to do murder, for 
money. " 

Okay, perhaps X-WING 
ALLIANCE isn't quite that close to 
The Godfather. But there are defi- 
nite similarities. Remember the 
shady conflict between the 
Corleone and Sollozzo families, 
where one family stuck to their 
traditional values while the other 
family ventured off into dark, cor- 
rupt territory? Now imagine that 
scenario, but within the Star Wars 
universe. That's the heart of X- 

compciter' 1 

GAMIN^ 

WORLD I 


^ 


PROS: Great mis- 
sion design, better 
story than previous 
games, gor^ 3D 
graphics. 

CONS: Quirky 
scripting, audio 
bugs with Vortex 1 
cards shallow multiplayer, disappointing 
ending. 

DIFFICULTY: Advanced. 
REQUIREMENTS: Pentium 200, 32MB 
RAM, 150MB hard-drive space. 

3D SUPPORT: Direct3D. 

MULTIPLAYER SUPPORT: Modem or 
serial (2 players), TCP/IP Internet (2-4 
players), IPX or TCP/IP LAN (2-8 players); 
1 CO per player. 

Price: S49.95 
Publisher: LucasArts 



WING alliance, where the honest 
Azzameen family is pulled into a 
familial war with the Viraxo fami- 
ly, who have embraced both the 
Galactic Empire and the Black 
Sun syndicate. The final entry in 
Larry Holland's line of STAR WARS 
space sims, X-WiNG ALLIANCE is a 
lot like Return of the Jedi. It looks 
great and ends with a bang, but 
has several flaws that keep it 
from being the best of the three. 
(At least there aren't Ewoks 
everywhere.) 

Family Business 

Listening to the flood of com- 


plaints about the lack of single- 
player in X-WING VS. TIE FIGHTER, 
developer Totally Games went 
back to its traditional formula of a 
scripted single-player campaign. 
While previous games had you 
playing a nondescript pilot for 
either the Rebel Alliance or the 
Galactic Empire, this installment 
has a more personal feel to it. 

You take the role of Ace 
Azzameen, the youngest son in 
the Azzameen family. At first, 
you're just hauling containers for 
your father's trading business, but 
soon enough, the Rebel Alliance 
recruits you. During the 53-mis- 


sion Rebel campaign, you'll be 
flying normal military missions, 
mixed in with the occasional fam- 
ily business-themed mission. 

Ace's story is told through a 
series of emails, mission briefings, 
and a large amount of plot-relat- 
ed radio chatter during missions. 

Because the campaign is lin- 
ear, with pre-scripted missions, 
you'll have to replay failed mis- 
sions until you succeed. You can 
"sit out" up to three of the Rebel 
campaign missions, but you'll 
have to fly all the family business 
missions to success. 

Although the scripted cam- 




A 


COMPUTER GAMING WORLD » JULY 1999 


y.computergaming.com 


f 4. 





X-WING ALLIANCE • REVIEW 



paign means there won't be any surprises 
when you replay, it does allow for some gen- 
uinely interesting missions. One mission is 
something of a "practice Death Star run," as it 
entails your entering an Imperial Research 
Facility and destroying its reactor. Others start 
as routine missions and end up with surprises 
like a visit from the Super Star Destroyer 
Executor, or an attack by a swarm of Zero-G 
Stormtroopers. 

Doin^ the Kessel 
Run in Three Parsecs 

The missions have a more epic feel here, as 
the paltry 32-ship maximum of earlier games in 
the series has been bumped up to 96. One mis- 
sion redefines the term "furball," as you scram- 
ble to defend your capital ship from an immense 
horde of incoming Tie Fighters. And in missions 
that take place in neutral territories, you'll actual- 


PROPHECY or even INDEPENDENCE WAR, but it 
does look markedly better than previous releases. 
Colored lighting indicates shield damage, and 
doing damage to installations and capital ships 
rewards you with explosions, sparks, and gases 
venting from various spots. The sim also supports 
DirectSound 3D audio, providing a slick Doppler 
effect when He Fighters fly past. 

Your Jedi Training 
Is Incomplete 

Unfortunately, X-WiNG ALLIANCE scores 
another first for LucasArts: The game is riddled 
with minor bugs and 
technical flaws. The 
scripting system has 
several. The email 
system would send 
me email about plot 
revelations before 


mode is nice for quick missions, but there 
aren't any good cooperative missions along the 
lines of those in X-WiNG VS. TIE FIGHTER or its 
BALANCE OF POWER expansion. Some of the 
single-player missions are just plain dumb, as 
well. Who thought it would be entertaining to 
search for one specific container in a group of 
30? Thankfully, these boring missions make up 
only a small portion of the campaign. 

The biggest disappointment, though, comes 
near the end. As advertised on the box, you'll 
fly the Millennium Falcon at the Battle of 
Endor. The problem is, you don't fly as Ace, the 
character you've spent 
the game building. No, 
suddenly the spirit of 
Billy D. inhabits you and 
you're Lando Calrissian 
recreating the mission 
from the end of Jedi. At 
the end of the original 
X-WiNG, you did replay 
Luke Skywalker's mis- 
sion against the Death 
Star. But that game did- 
n't have you invested in 
your pilot. Here, you see 
much attention given to 
Ace's family troubles, 
then after a seemingly 
rushed mission, their story is thrown out and 
you're flying a rehash of a movie scene. 

I commend the team for making a great 
reenactment of the destruction of the second 
Death Star, but at the same time, it's disap- 
pointing that they finished with the Battle of 
Endor rather than really tying up Ace's story. 
Hopefully we'll see the story given a better 
wrap-up in the inevitable expansion disc. 

X-WING ALLIANCE does a good job of solving 
many of the problems with earlier games in the 
series, but some gamers won't like its funda- 
mental design. And this is a product with 
numerous odd little quirks and glitches, which 
is very unusual for LucasArts, Still, it's a 'much 
higher note to leave on than X-WiNG VS. TIE 
FIGHTER. S3I7 


ly see civilian traffic passing by a customs station 
or a spaceport. 

Cockpits have seen a big improvement. The 
2D bit-mapped cockpit imagery is gone, replaced 
by a full 3D cockpit with a HUD overlay. In addi- 
tion. the developers brought over the concept of 
a padlock view, which tracks your targeted 
enemy, from flight sims. TTiis can make a huge 
difference in combat, discouraging "sit and spin" 
tactics. When flying transport ships, you can hop 
into a turret to defend your ship. There are auto- 
mated features to improve your gunnery. You can 
either set the turret to auto-fire on your current 
target or man the turret and have your droid co- 
pilot fly to keep the target in your firing arc. 

This is the first Star Wars sim designed from 
the ground up for 3D cards, and the Direct 3D 
support is much better than that retrofitted to X- 
WlNG VS, TIE FIGHTER. This doesn't quite have the 
all-out 3D beauty of. say, WING COMMANDER: 


such revelations occurred, 
alerting me to plot twists 
before they happened. Also, 
if I didn't follow the script 
exactly, I was rewarded 
with a host of weird errors, 
such as critical ships 
exploding for no apparent 
reason, critical ships dumbly 
flying into enemy opposi- 
tion and hence getting 
shredded, and ships sitting 
there doing nothing, leav- 
ing me twiddling my 
thumbs in the cockpit. 

While the single-player 
game is dramatically 
improved, the multiplayer 
support is merely decent. 

An option-packed skirmish 



^.computcrf;aming.< 


COMPUTER GAMING WORLD » JULY 1999 





The Ultimate Fighting Machines. 


/■V Two fully simulated combat helicopters; the US AH- 
64D Apache Longbow & Russian Mil-28N Havoc B. 
3D engine specifically designed for low level 
helicopter combat 

y-V Highly detailed and articulated 3D models and 
authentic flight dynamics. 

A Three vast combat zones featuring countless 
missions and dynamic campaigns that offer 
something different every time you play. 

All weather missions - day, night, dusk, dawn and rain. 



vf Massive multi-player campaigns, via serial, modem, 
LAN or Internet 

>< Ultra-realisdc avionics displays and instrumentation. 

90 fixed cockpit views and a detailed 
; virujal 3D cockpit for each chopper. 

Realistic and Novice options, 
uf Fantastic stereo sound effects and speech. 

>V Direct3D® support 


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AVAILABLE NOW 

PC CD-ROM 

WINDOWS® 95 & 98 


empire 

Call 1 800 INTERPLAY 

Download the demo at 

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Dlslrihulcd 



ENEMY ENGAGED - APACHE HAVOC and Empire Interactive are trademaiXs of Entertainment International (US) Inc. Software ©1998 Razorworks Ltd. All rights reserved. Interplay, the Interplay logo and "By Gamers. 
For Gamers." are trademarks of Interplay Productions, All rights reserved. All oilier iradamarits are property of their respective owners. 

Go to #082 @ www.computergaming.com/infoHnk 


FIGHTER SQUADRON: THE SCREAMIN' DEMONS OVER EUROPE 


REVIEW 


Boom and Zoom 


In FIGHTER SQUADRON, It's All About the Dogfight 


by Robin G. Kim 

F ighter SQUADRON: THE 

SCREAMIN' DEMONS OVER 
EUROPE (SDOE) doesn't just 
stand out for having the 
longest name. Where its com- 
petitors concentrate on broad 
historical campaigns, SDOE has a 
smaller scope, carving out a niche 
for itself with quick-to-fly sorties 
and good dogfighting action. 

SDOE lacks any sort of campaign 
mode, limiting gameplay options to 
instant action, multiplayer dog- 
fights, and a mix of canned mis- 
sions playable in any order. The sim 
provides 30 missions, but because 
each can be flown from several 
viewpoints, the number of scenario 
combinations runs into the hun- 
dreds. For example, a mission pit- 
ting a flight of B-1 7s with P-51 and 
Spitfire escorts against two groups 
of German interceptors can be 
played from five different perspec- 
tives. You can even switch between 
aircraft in-flight. And you can create 
additional missions to play or share 
with friends using the sim's mission 
editor. To maintain continuity 
between missions, the sim keeps 
pilot records that track cumulative 
scores, kills, and decorations. 


COf-IPtiXER' 1 

GAIVIIMC 




PROS: Good 
flight-model feel; 
fast 3D graphics; 
furj air-to-air com- 
bat excellent dam- 
age and physics 
modeling. 

CONS: No cam- 
paign; small maps; unexpected flight- 
model simplifications; limited plane 
selection; defluent manual. 
DIFFICULTY: Beginner. 
REQUIREMENTS: Pentium 11/266, 
32MB RAM, 120Me hard-disk space. 
3D SUPPORT: 3dfx Glide. DirectSD. 
MULTIPUYER SUPPORT: Modem, 
LAN, Internet (2-16 players); 1 CD per 
player (unpatc^ed; patch eliminates CO 
requirement). 


Price: $46.95 
Publisher: Activision 





Stay Within the Lines 

Missions take place in three theatres: North Africa, 
Rhineland, and the Strait of Dover. Each area is drasti- 
cally scaled down into a square patch with invisible 
barriers that prevent you from venturing outside. While 


realism obviously suffers here, 
impatient players will appreci- 
ate the shorter flight times. 
Cursory mission briefings and 
nonexistent mission planning 
also help speed you into the 
action. 

Unfortunately, lengthy load- 
ing times when you switch the- 
atres can cause delays if the 
game isn't allocated 1 60MB 
(beyond the minimum install) 
for terrain caching. Or worse, 
you may be totally roadblocked 
by a copy protection bug 
(already fixed in a patch) that 
prevents some PCs from even 
starting the game. 

SCREAMIN' DEMONS OVER 
EUROPE has only 10 plane 
types, all of which are flyable. You could conceivably 
create more using the game's "Open Plane" interface, 
but the effort and expertise required for the task are 
daunting. The default set consists of assorted German, 
British, and American fighters and bombers. 



• Dramatically lower v \ - . ; / Y 0 U P Gaming 

your learning curve \, 

Eliminates the frustration \-- Experience 

associated with remembering \ 

numerous keyboard functions \ Will Never Be 

Switch between games, fast, easily . - j 

and without confusion ‘ ^ame. 

' Adapts to any PC compatible rectangular keyboard 

' No installation or configuration required. No error messages. 

o Acts as a permanent reminder of all game features 

■' Adds a sense of realism to the total gaming experience! ' 


Check out our website or call 1.800.322.8866 

www-cockpitcollection-com 


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Go To #075 @ www.computergaming.com/Infolink 





tfe'c^nnaissance. 


i.^^bilize antiaircraft 
weaponry. 

■Launch air offensive 
to the North. 


Two tanks are 
destroyed hy U.S. 
helicopters. 


Return to maps. 
View U.S. artillery ente 
minefield. 


Switch to 
helicopter platoon 
commander. 
Head East. 


VICTORY IS IMMINENT. 









FIGHTER SQUADRON: THE SCREAMIN' DEMONS OVER EUROPE • REVIEW 



HEADS UP FIGHTER SQUiU)RON; SDOE pro- 
vides several mechanisms for artificially 
boosting your situational awareness, 
including an overlay map, a heads-up dis- 
play, and plane icons. 


PAINFUL PHYSICS The bent-back propellor blades and collapsed landing gear of this P-51 
Mustang testify to the sim's top-notch physics modeling. 


Regrettably, oversimplified bombsights and an 
intractable autopilot make flying the bombers 
virtually pointless. 

The combat engagements are typically small, 
with fewer than a dozen planes and a few 
ground units present in an entire theatre, but the 
sim's outstanding Al, flexible view systems, and 
detailed damage modeling make for some great 


dogfights. This holds true for Internet play as 
well, which is exceptionally smooth and stable. 

Carefree Flying 

Flight modeling in SDOE feels very realistic out 
to the edge of the envelope, though not beyond, 
where you should stall or spin but do not. For 
most players, these simplifications won't detract 


much from the fun, but why mix them with 
advanced features like torque effects and snap 
rolls? The skimpy game manual is of little help in 
learning such characteristics — or even some of 
the basic game functions. 

The 3D-acce!erated graphics give good frame- 
rates at high resolutions even with the stunning 
cloud effects enabled. And though the terrain 
looks nice, rendering distances are so short you 
sometimes have to look down to see the horizon. 

Overall, SDOE doesn't stand out in enough areas 
to have truly broad appeal. Despite this, its quick 
action, fun dogfighting, and excellent Internet play 
still offer a compelling combination for sim fans 
who prefer to cut to the chase. 


4 



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REVIEW • HIGH HEAT 2000 


Coin' to the Show 

HIGH HEAT 2000 Blasts One Waaaaay Outta 



Here 


by Dave Salvator 

his ain't nothin' compared 
to EARL." 

After a dozen years. 

EARL WEAVER BASEBALL on 
the Amiga is still the defini- 
tive benchmark for base- 
ball games. Last year’s crop of 
underachievers left baseball afi- 
cionados sorely wanting for 
something better. HIGH HEAT 99 
was probably the best entry in 
the otherwise unremarkable class 
of '99. Well, it seems the second 
time's the charm for Team .366. 

In HIGH HEAT 2000 (HH2K), 
they've come up with a sharp- 
looking 3D engine, a plenty-deep 
statistics model, and great game- 
play, all of which combine to 
knock one out of the park. Even 
the die-hard EARL-heads here at 
CGkV are ready to admit that 
HH2K is a real winner. 

Variety Is the Spice... 

One of the most challenging 
parts of building a good baseball 
game is appealing to the arcade 
guys, keeping the stat-fanatics 
happy, and still making the whole 
thing fun. The first thing you 
notice about HH2K is how many 
different ways you can play it. For 

computer' 1 

GAMINE 

WORLD I 




PROS: Great 
gameplay, robust 
stats engine, very 
tweakable game 
engine. 

CONS; Can’t ae- 
ate custom 
leagues; occasion- C ^ 
ally unrealistic; 

liard-coded controller mapping. 
DIFFICULTY: Easy. 

REQUIREMENTS; Pentium 166, 16MB 
RAM, 60MB hard-drive space. 

3D SUPPORT: Direct30, 

MULTIPLAYER SUPPORT: Modem. 
LAN. Internet (2 players); 1 CD per player. 
Price. 529.9S 
Publisher: 3D0 







GOES DOWN LOOKIN' This slider just catch- 
es the outside corner for the put-away. 


the arcade crowd, HH2K is a 
great-looking game in which you 
can control nearly every aspect of 
gameplay, from the pitcher going 
low-and-away with a slider, to 
the right fielder scaling the wall 
to rob a hitter of a home run. 
What's really cool here is the 
granularity of control, wherein 
you can have the CPU handle dif- 
ferent gameplay elements to 
taste. This year, HH2K lets you 
throttle game tempo, so you can 
find a speed that works for you. 
For would-be managers, 
there's Manage-Only mode, in 
which you can call plays pitch by 
pitch, on both offense and 


every which way. they 
do it in varying 
degrees depending on 
how well the pitcher 
can throw that pitch. 
And if Jaret Wright has 
just come at you with 
a 95MPH heater, and 
then comes back with 
a 70MPH change-up, 
you'll often find your- 
self swinging way 
ahead of the ball. Yet 
another nice touch is 
that not only do 
sidearm pitchers deliv- 
er the ball from the 
side (which takes 
some getting used to) 
but their pitches move 
very differently. There’s 
also a rendered strike 
zone that you can 
bring up during play— 
or in an instant replay if you 
think the ump's strike zone is a 
little stingy. And if you've got 
Random Umpire enabled, he'll 
occasionally make the wrong 
call, though usually only on close 
pitches. 

HH2K is well tuned out of the 
box, and the controls work well 
for getting the ball around the 
bags. And while controls are 
hard-mapped, you can use 
Alternate Throwing Controls, 
which map each base onto Gravis 
GamePad Pro's diamond button 
configuration, making throw-outs 
a snap. 


Grand Slam 

Is there anything HH2K hasn't 
done right? Well, yes. HH2K has 
a draft this year, and there's 
minor-league roster management 
over multiple seasons to develop 
and bring up young players as 
they mature. But you can't create 
your own custom league with a 
set number of teams, which 
makes things like office leagues 
harder to put together. 

Still, HH2K has so much going 
for it that if you're a hard-core 
baseball fan looking to get in the 
action, this game says hello like 
the business end of a Louisville 
Slugger, 


defense. Here's where HH2K's 
stats modeling really shines, since 
the CPU is essentially playing 
most of the game. You'll occa- 
sionally see 15-3 blowouts, but 
most games end with very realis- 
tic scores. When two strong 
teams face one another, it more 
often than not becomes a pitch- 
ing duel, where the bats go quiet 
until around the fifth inning, 
when the hurlers begin to tire. 
But again, true to baseball, even 
the best of aces can have days 
when they just get shelled. And, 
better still, the game seems to 
model first-inning jitters that can 
make for early runs before pitch- 
ers settle into 
their rhythm. 


A Game of 
Inches 

HH2K's most 
impressive feat is 
its ball physics, 
particularly dur- 
ing pitching. Ball 
movement is very 
well rendered, as 
is relative speed. 
Not only do slid- 
ers move side to 
side, curve balls 
top to bottom, 
and knuckle balls 


A 


COMPUTER GAMING WORLD ■ JULY 1 


999 


i/.computergaming.com 






TRIPLE PLAY 2000 


REVIEW 


Blammo-Ball 

If Baseball Were a Comic Book, This Is What It Would Look Like 


by Dave Salvator 

S ibling rivalry is a bitch. 
When you come from (he 
same house that has given 
us FIFA, NBA LIVE, 

MADDEN, and NHL, people 
tend to expect great 
things. And why shouldn’t they? 
With this august stable of titles, 
EA Sports reigns supreme for PC 
sports gaming. But then there's 
TRIPLE PLAY. Last year's version 
was much anticipated, mainly 
because it was being ported onto 
a full 3D engine. But the game 
disappointed, with a lackluster 
look as well as underwhelming 
and clumsy gameplay. In TRIPLE 
PLAY 2000 (TPZOOO), EA finds 
some redemption, and has 
improved the franchise's stock. 
But still, TP2000 isn't a platform- 
defining title — the definitive 
sports game that others aspire to 
be — like its other EA brethren. 
Couple that with the arrival of 
3D0's fantastic HIGH HEAT 2000 
and TP2000's mediocrity becomes 
even more painfully apparent. 

TP2000's shortcoming are 
numerous, ranging from bone- 
headed base-running Al. to ridicu- 


coMPUxeit'- 

GAMIMG 




PROS: This is 
Babe RuUi's 
game, not Satchel 



midgame save; 
campy sound 
effects. 

CONS: Dim base- , iff 
running Al; pitch- 
ing lacks good ball movement; offense is 
an absurd slugfest until difficulty is 
dialed up. 

OlFflCULTY: Easy. 

REQUIREMENTS: Pentium 166, 16MB 
RAM, 20MB hard-drive space. 
MULTIPLAYER SUPPORT: LAN, 
internet EA Sports NeL serial, modem (2 
players); 1 CD per player. 

3D SUPPORT: Direct3D, Glide. 

Price; $39.95 
Publisher; £A Sports 




L I 

[■ 

TAKIN' ONE DOWNTOWN Using TP2000's 
instant replay, you can see that David Justice 
got all of this one before it exited Fenway in 
a hurry. 


THOU SHALT NOT STEAL Robert Alomar had a good jump, but he's thrown 
out at second. 


lous hit counts that most teams 
dream of, to a "color" com- 
mentary engine whose color 
can only be described as pun- 
gent plaid. If I never hear Buck 
Martinez explain the origin of 
the term "can of corn" again, 
it'll be too soon... 

The Night Has a 
Thousand Bats 

Until you dial up the difficul- 
ty, it doesn't matter what the 
Al pitchers serve up — fastball, 
curve, slider, whatever — the 
pitching rightfully earns the 
nickname "Tee." You'll hit left, 
you'll hit right, you'll hit down 
the alley, up the middle, all over 
hell's half acre. When you really 
connect with one, you'll hear 
what sounds like Thor’s hammer, 
indicating that you really tat- 
tooed one. And all the while. Tee 
will just keep serving 'em up. To 
add insult to injury, we're not 
talking about pitchers like Chico 
Escuela of Saturday Night Live 
fame; TP2000 would have you 
believe that you can light up 
Roger Clemens or Randy 
Johnson like this, an occurrence 
rarely found in nature. 

Perhaps in an attempt to bal- 
ance this big wood, TP2000’s 
strike zone seems to include the 
lower shin. The default batting 
camera doesn’t give you a good 


look at ball location, but even 
with the ground-level camera 
view you'll see pitches that are 
well off the plate, and some 
that threaten to break an ankle, 
that are routinely called strikes. 
In TP2000 you'll see some ball 
movement that matches the 
pitch thrown, but curve balls in 
particular don't seem to have 
much vertical movement on 
them (sliders fare better). Also 
lacking is much perceived differ- 
ence in speed, say from a 
90MPH heater to a 75MPH 
change-up. 

Timing is Everything 

Another curiosity is outfield- 
ers' superhuman ability to throw 
a ball in from far afield — sans 
cut-off man — to get a runner 


out at home. This hap- 
pened on several occa- 
sions, and the ensuing 
verbiage I directed at 
the machine (which 
garnered some aston- 
ished looks from my 
wife) would have been 
more than enough to 
get me ejected from a 
game. It's as though 
they moved the out- 
field walls in about 
100 feet for the pur- 
poses of throwing. 

And speaking of 
glitches deserving of 
some choice off-color 
verbiage, TP2000's 
base-running Al is 
another sore spot. With 
automatic base run- 
ning turned on, I man- 
aged to get caught in 
several triple plays, 
sometimes two in a 
single game. The sce- 
nario usually went like 
this: I'd have two men 
on, and hit a pop fly. 
The base runners, 
rather than holding 
their bases to await the 
outcome of the catch 
(or lack thereof), would 
run ahead to the next 
base, and the ball once 
caught would come 
back in and catch both runners 
off their bases. 


Bottom of the Ninth 

Despite these shortcomings, 
TP2000 is actually kind of fun to 
play, even with its dopey game- 
play. But the game definitely 
shows that it has been designed 
more for the console world than 
for the PC. Its second-generation 
3D engine is improved over last 
year's inaugural version, but the 
players still look blocky, and this 
engine lacks that X factor found 
in other EA Sports titles’ engines. 
If you've enjoyed TRIPLE PLAY 
over the years, then this latest 
installment won't disappoint. But 
if you’re looking for something 
that plays like America's Great 
Game, this still isn't it. 


COMPUTER GAMING WORLD ‘JULY 1999 










L Mireyoueiferpuja ' 

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Go to #076 @ www.computergamlng.com/infollnK 



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OF us LONG ENOUGH? 


CIVILIZATtON: CALL TO POWER • REVIEW 


I 


Zero-Sum Game 

CIVILIZATION Shoots for the Stars, Ends Up on the Moon 


by George Jones 

hen I was young, my 
parents took me to 
what was advertised 
as "the scariest, dead- 
liest haunted house in 
Los Angeles." My 
brother and I walked in nervously 
excited, half expecting not to 
make it out. We walked out disil- 
lusioned and disappointed 
beyond belief. What had gone 
wrong? First off, the haunted 
house just wasn't great. Secondly, 
my expectations were unrealisti- 
cally high. (I would not recom- 
mend this sort of self-analysis 
without the aid of a licensed psy- 
chotherapist.) 

Two years and countless hours 
of therapy later. I find myself 
wondering if the cold, occasional- 
ly angry reaction CIVILIZATION: 

CALL TO POWER has received from 
gamers isn't for similar reasons. 
First, we all had super-high 
expectations for it. Second, the 
gameplay, to be perfectly blunt, 
just doesn't have it. All the cool 
new features are outweighed by 
play-balancing issues, gameplay 
frustrations, and the fact that this 
version of CiV just doesn't hang 
together as well as it could. 
computer' 

GAMIAIG 

wo R I_ D 




PROS: 

CMUZATION game- 
play; improv^ 
graphics; great 
soundtrack. 

CONS: New fea- 
tures that don't 
add much to the 
game 

DIFFICULTY: Advar 
REQUIREMENTS: Pentium 133, 32MB 
RAM, 400MB hard-drive space. 

3D SUPPORT: None. 

MULTIPLAYER SUPPORT: Modem (2 
players), IPX. TCP/IP (2-8 players); 1 CD 
per player. 

Price: 544,95 
Publisher: Activision 


www.activision.c 





NOW WITH FLAVOR CRYSTALS CALL TO POWER boasts Cfisp graphics and a streamlined interface; 
the public works system of improving the land leaves a little to be desired, unfortunately. 


Not Just Another 
Pretty Face 

Instead of relying solely on the 
strengths of CIVILIZATION II, CTP's 
designers decided to spice up the 
traditional game by not just 
tweaking but completely chang- 
ing some aspects of this classic 
game. The most immediate and 
prominent differences are the 
presence of many new units, a 


new win-game scenario, the abili- 
ty to play in space, and an 
evolved interface. Unfortunately, 
many of these new additions 
aren't as helpful to the game as 
they sound. 

Take, for example, the game's 
special stealth units; Clerics who 
can drain money from enemy 
cities. Lawyers who can bring city 
production to a standstill, and so 


on. Conceptually these units 
sound great, but they fail to make 
the game better. The Slaver unit 
can be the most frustrating, par- 
ticularly because he can cripple 
you badly at the beginning of a 
game. And when he attacks — by 
stealing your citizens and making 
them work for his civilization — 
he can set you back big time by 
stunting the growth of your early 



NO MORE MESSY STAINS The Eco Ranger looks groovy, but you won't be laughing when the conv 
puter sneaks one up to your finest city and flattens it into parkland. 


I 


A 


v.computergaming.f 


COMPUTER GAMING WORLD » 


1999 







REVIEW • CIVILIZATION: CALL TO POWER 




cities. Defending against this stealth unit 
requires you to build City Walls or a Slaver of 
your own (who can detect enemy Slavers). The 
catch Is that at the advanced difficulty levels, 
the mere presence of Slavers can restrict your 
strategy or set you back. 

Other special units, such as the 
Televangelist and the Subneural Ad, are more 
nuisances than major frustrations. While they 
do add a small bit of strategic depth to the 
game — particularly because each is attached 
to a different government type — 1 spent so 
much time containing these units' damage 
that 1 found myself wishing the game allowed 
me to cut them out entirely. 

One aspect of CTP that does work is the 
handling of military endeavors. Instead of 
forcing individual cities to take the production 
hit for units, your whole nation does. This 
means that you can crank units out of certain 
cities without worrying about accumulating 
costs. Also nice is the ability to toggle your at- 
war setting between three different 
levels. This creates an added ele- 
ment of strategy that fits nicely into 
the context of CIVILIZATION. 


End-Game Woes 

CTP's end game is a great idea 
that I wish worked better than it 
does. As you near the end of the 
game, you research the wormhole 
advance. When discovered, a worm- 
hole appears somewhere in the sec- 
ond layer of the game map: space. 
You then need to secure the worm- 
hole, build a Wormhole Probe, and 
send It in. When it comes back, you 
can begin the Alien Life Project. The 
first player to finish the Alien Life 
Project wins the game. 

Again, what sounds cool turns 
out to be considerably less exciting 
when you play the game. Space 
itself, in fact, is simply not an excit- 


ing place to be in CTP. I never really used 
space except to enter the wormhole: Small- 
map games tend to be conquest-oriented, and 
on the larger maps, there's plenty of land to 
go around, particularly since you can turn 
swamps into grasslands. 

Another reason the newly implemented 
space layer fails is because of its fuzzy graph- 
ics. You'll have a rough time figuring out 
where your units and cities are. 

I wish the designers had allowed the 
wormhole to somehow present itself on the 
main map instead of in space — the game 
would be much more exciting if you had to 
track down a wormhole that existed in your 
enemy's backyard. 

Making matters more discouraging, the 
Alien Life Project is more or less a rehash of 
the "build a colony ship and send it to Alpha 
Centauri" end game of CIVILIZATION and CIV 
II, You put together the project piece-by-piece 
and when it's finished, you win the game. 


GUNS VERSUS BUHER KNIVES The new combat model adds a little 
more strategy to warfare^ but creates an imbalance: You can beat 
powerful high-tech enemy units with a large number of cheaper, out- 
dated units. 


Looks Good, Tastes OK 

This seems to be the fate of CALL TO POWER: 
cool new ideas thwarted at every turn. Even 
the coolness factor of the game's new futuris- 
tic military units like the War Walker are negat- 
ed by super-high production costs and the fact 
that you don't have to use super-powerful 
units to win. In one game at the Emperor 
Level, I was dropping way behind on the tech- 
nological front. With the all-powerful Incans 
declaring war on me and eating away at my 
frontier cities, I decided to make a run at con- 
quering the whole map by creating a massive 
army full of Musketeers and Cannons. It 
worked so easily I was shocked. (It took a 
mind-numbingly long time to amass my 
armies, however.) 

Another example of what I'm talking about: 
The Al plays appropriately at the five different 
difficulty levels, and can even create a daunt- 
ing challenge at the higher levels of the game. 
But i wish the diplomacy model of the game 
was as intelligent as ALPHA CENTAURI. Maybe 
it's just me, but I miss hearing the desperate 
pleas for mercy that an opposing civilization 
vocalizes in ALPHA CENTAURI as I whittle down 
their empire. 

Even the niceties in CIVILIZATION: CALL TO 
power's interface design left me with bitter- 
sweet feelings. I love being able to queue up 
and save build orders for city improvements 
and units. I love being able to sort out all of 
my cities by Happiness, Production, or even 
what units are being built where. But I wish 
that tile improvements were handled a little 
better. Now handled by a public works system 
rather than by Settler units, the end result is 
pretty much a wash. You can focus your 
Settlers solely on building new cities now, but 
you're still saddled with having to microman- 
age the land surrounding your cities. I hate to 
cite ALPHA CENTAURI again, but its ability to 
automate the improvement process is much 
more elegant. 

At the end of the day, the CIVILIZATION: 

CALL TO POWER design team 
should still be applauded for 
trying to extend one of the 
classic games of all time. Even 
though this incarnation doesn't 
hang together as tightly as it 
could, I'm glad Activision didn't 
just slap new graphics on 
CIVILIZATION II and call it a 
game. Why? Because even 
though my experience wasn't 
overwhelmingly positive, and 
even though I wish CTP offered 
more — individual scenarios 
that focus on different portions 
of the game would be awe- 
some, as would a better multi- 
player experience — I still 
enjoyed my time discovering 
this new take on a past classic. 
It just won't be a game I'll go 
out of my way to play all the 
time, Q3I17 


A 


COMPUTER GAMING WORLD* JULY 1999 


ii.compjtergaming.com 




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and now you can do battle with up to six teams on one machine, or on-line. 

But there’s still only one way to win. Destroy all yOur enemies! 






worms. teaml7. com 




July ’99 


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©1999 Hasbro Intaraclive, Inc. All Rights Reserved. ©1999 Team 17 Software Ltd. All Rights Reserved. Original Concept by Andy Davidson 




REVIEW • HEROES OF MIGHT AND MAGIC III 


Hail the Conquering Heroes 

Expansive Sequel for Hall of Fame Series Is a Resounding Success 


I 


by Robert Coffey 
'm ready for my neural 
implant now. Crack open my 
skull and stab that little 
microprocessor deep into my 
medulla oblongata. I happily 
embrace my cyborg future. At 
least as some unholy union of 
man and machine I'll actually be 
able to play 
HEROES OF MIGHT 
AND MAGIC III every 
waking hour instead 
of just thinking 
about it every second 
that I'm away from 
my computer. 

For those of you unfamiliar 
with the series, HEROES OF MIGHT 
AND MAGIC III (HOMMIll) puts 
you in the position of command- 
ing armies of dragons, vampires, 
knights, and the like in a tradi- 
tional fantasy setting. The turn- 
based gameplay is divided in 
thirds: An expansive adventure 
map, where your heroes traverse 
the terrain in search of resources 



computer' 1 

CSAMIK 

WORLD 




PROS: Same com- 
pelling HEROES- 
Style strategy; 
scads of new units, 
each with an 
upgrade; more 
heroes and arti- 
facts; new hero 
abilities; bigger 
maps and bigger 
conflicts. 

CONS; Can't load single scenarios from 
completed campaigns; pokey Internet 
piay; uneven campaign pacing; unfriend- 
ly tutorial. 

DIFFICULTY: Intermediate. 
REQUIREMENTS; Pentium 133, 32MB 
RAM, ZOOMB hard-dtive space. 

3D SUPPORT: None. 

MULTIPLAYER SUPPORT: Modem, 
direct connection (2 players); LAN, 
Internet, hotseat (2-8 players); 1 CD per 
player. 


Price; S49.95 
Publisher; 3DO 






HUMBLE BEGINNINGS Numerous upgrades and building 
options in HOMMIll give gamers a multitude of choices to 
make as they develop their towns from simple hamlets, like the 
one on the left, to sprawling cities, like the one on the right. 


mula that has made the HEROES 
games a truly stellar series. 

Bigger Than Life 

HOMMIll expands upon the 
insanely addictive play of the pre- 


vious edition, retaining the core 
gameplay while enhancing 
almost every facet of the game. 
This is first apparent in the size of 
all the maps. The adventure maps 
are frequently enormous, and 

several of them feature 
a new subterranean 
level that effectively 
doubles their size. Town 
maps have ballooned 
to hold a host of new 
buildings, and combat 
maps are about twice 
the size of their coun- 
terparts in the previous 
game — all the better to 
accommodate the new 
armies that can now 
hold up to seven differ- 
ent unit types. 

But that's just the tip of the 
iceberg. There are now eight dif- 
ferent types of towns, each gen- 
erating a unique set of creatures 
requiring a specific combat strat- 
egy: The devastating hand-to- 
hand attacks of castle units 
demand a head-on assault, while 
the ranged attacks of units from 
tower towns benefit from a more 
defensive posture. Every monster 
in the game has an upgrade 
available, whereas HEROES II 
allowed only some of its units to 


tures and purchase units; and a 
hex-based combat map, where 
battles play out like elaborate, 
magic-enhanced chess matches. 
In addition to resource man- 
agement, building, and combat, 
gamers are charged with manag- 
ing heroes who lead the armies. 
Heroes accrue experience with 
every successful battle, allowing 
them to gain and enhance a host 
of abilities that affect their per- 
formance. It's a delicately bal- 
anced, thoroughly engaging for- 


COMPUTER GAMING WORLD - JULY 1999 


I'.computerf'aming.com 




Killing Kendal and Capturing Steadwick 





TO OUR READERS 

This review was intended to appear last 
month, but our printer erroneously 
omitted the first page. We apologize for 
the inconvenience and hereby reprint 
the review in its entirety. 




T o protect your more valuable units, let 
your weakest creatures attack tough ene- 
mies first so they absorb the counterstrike. 

The Al almost always focuses its attack on 
the largest group of units, so build up hordes 
of cheap cannon-fodder units to occupy ene- 
mies while your stronger armies pound on 
them. For Inferno heroes, bait enemies with 
imps so that magogs can hurl fireballs with- 
out damaging more-expensive units. 

Build marketplaces early. Almost every 
map is scarce in some resource (generally 
gold), so you'll need to convert resources 
early and often. 

Just because you start a scenario with 
two towns doesn't mean you need two 
heroes. Instead, use one town as your central 
production point while building up only the 
Income-generating aspects of the second 
town. With one well-equipped hero you'll be 
able to win crucial early battles for resources 
that will eventually make additional heroes 
affordable and effective. 

Use your units' special abilities. For exam- 
ple, since cavaliers and champions get 5 per- 
cent extra damage for every hex traveled, 
they should always charge before an attack, 
even if it means just circling an enemy that's 
already next to them. 


The addition of sprawling subterranean 
areas in the adventure section of the game 
effectively doubles the size of many of the 
HEROES III maps. 


DRESSED FOR SUCCESS 


Rather than let a hero load up with every 
artifact in the game, HEROES III uses a paper 
doll model to limit how many artifacts a 
hero can use at once, forcing you to make 
strategic decisions. 


be upgraded. Most units have special 
attacks/attributes that impact combat strategy. 
For example, incredibly powerful archangels 
can resurrect fallen comrades, while undead 
ghost dragons can age opponents, thus halving 
their hit points. Every unit is now rendered in 
3D, with a more realistic look than the cartoon- 
ish units of the previous game. 

Finally, a slew of new heroes and artifacts 
throws more strategic factors into the mix. 
Every hero has an innate special ability — such 
as being able to gain a bonus when command- 
ing certain troops — and there are lots of new 
abilities to acquire as well. One new ability, 
tactics, lets heroes move their forces within a 
limited range immediately prior to a battle — 
it's great for offense-minded heroes, letting 
them move ranged units into prime positions 
while cutting down the distance melee units 
have to travel. 

All this makes for a game that is mind-bog- 
gling in its depth, and the designers deserve 
praise for adding so much while managing to 
dodge the paralyzing feature bloat that could 
have easily sunk the title. Unfortunately, they 
also deserve a slap on the wrist for a tutorial 
that requires players to either print out a huge 
manual or constantly toggle between the game 
and a separate text file. 

Storyteller Theatre 

HOMMIII breaks from its predecessors in its 
campaign mode. Instead of a pair of linear 


Y ou'll need two waves of enormous 
armies to take out General Kendal, who 
guards Steadwick. The key to this limited- 
time scenario is to grab the dragon generator 
in the lower-right corner of the subterranean 
level. Load your best hero with units and 
then seize the generator before the end of 
the first week. Build up your dungeon town 
first, initially choosing upgrades aimed at cre- 
ating black dragons. Above ground, secure 
resources quickly and don't waste any units 
in fights with creatures who want to flee. 
Raise gold any way possible. By the second 
month, break through the southern magic- 
Inhibiting garrison, flagging the griffin towers 
and the lone gold mine. Load up your best 
heroes and then attack, using your first hero 
to take out Kendal's biggest stack and mop- 
ping up with your dragon-laden hero. 


campaigns with a few branches, the cam- 
paign is broken up into six minicampaigns of 
three to four scenarios apiece. While this lets 
the game tell a more interesting story, fans 
of the series will probably miss the either/or 
branches of HEROES II that rewarded them 
for taking on more challenging scenarios. 

The campaign mode's greatest drawback is 
that gamers can't load individual scenarios 
from any completed minicampaign — you 
have to save each scenario at its start to 
replay it. While the campaign game is loaded 
with more than 20 great, challenging scenar- 
ios featuring a variety of goals — including 
wiping out enemies, seizing specific towns, 
escort missions, and more — they're unevenly 
paced, with one cruelly hard mission finishing 
up the relatively easy second campaign (see 
sidebar for tips on beating this scenario) before 
lapsing into easy mode for the next campaign. 

Fortunately, the game ships with an enor- 
mous number of mostly customizable single 
scenarios, giving the game remarkable replaya- 
bility, while the map editor that's included 
ensures that tons of user-created maps will be 
available online. 

HOMMIII has improved its multiplayer play, 
allowing for timed turns and letting strategists 
scan the map and their 
towns during an oppo- 
nent's turn; while you 
can't issue orders dur- 
ing your enemy's turn, 
at least it's better than 
just staring at your 
monitor. A problem with 
DirectPlay makes 
Internet HOMMIII a 
sluggish experience, but 
that should be corrected 
in an upcoming patch. 

Ultimately, the rewards of HEROES OF 
MIGHT AND MAGIC III far outweigh its few 
drawbacks. Hopefully most of those short- 
comings will be patched, but even as it 
stands now HOMMIII is a game that strategy 
fans should absolutely be playing. 


I 


A 


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REVIEW • JANE'S FLEET COMMAND 


Ship Shape 

A Strategy Game for Real-Time Strategy Fans and Naval Warfare Experts Alike 


r : 

m 

e, 

C' 


by Jeff Lackey 

■LEET COMMAND is a naval 
warfare game that should 
^appeal to gamers whose pri- 
mary understanding of carri- 
ers and cruisers comes from 
CNN. However, FLEET 
COMMAND also has enough sub- 
stance to bring some serious 
wargame fans into the real-time 
strategy fold. This "HARPOON 
LITE" game's point-and-click 
interface, 30 views, and fast- 
paced campaign missions are 
clearly targeted at gamers who 
want to jump in and play without 
memorizing pages of complex 
commands, but there's enough 
substance here to intrigue the 
grognard. 


Anchors Away 

FLEET command’s user inter- 
face is simple, but extremely 
functional. The lower third of the 
screen is divided into three win- 
dows: a big-picture overview, a 
30 view of the action, and a 
pane) of information on the 
selected unit. The top two-thirds 
of the screen is a tactical top- 
down map. The 30 window and 
the large tactical map can be 
swapped out to provide a larger 


GAMIMG 




“'Wi 


PROS: Wide range i 
of world navies and I 
platforms; versatile I 
mission builder: I 
nice 3D views. j 
CONS: Campaign | 
consists of only 
four long missions; 
action may get too hectic for serious 
wargame buffs. 

DIFFtCULTY: Intermediate. 
REQUIREMENTS: Pentium 200, 32MB 
RAM, 260MB hard-drive space. 

3D SUPPORT: 3dfx Glide: Direct3D. 
MULTIPLAYER SUPPORT: IPX. TCP/IP 
(2-4 players); 1 CD per player. 
Piice;S49.95 
Publisher: Electronic Arts 



view of the action, while another 
key press will bring up a full- 
screen 3D view. 

Your role, appropriately 
enough, is that of overall fleet 
commander. You command forces 
by clicking on them in the top- 
down tactical map and giving 
them orders, such as identify con- 
tact, engage, patrol, transit, and 
rescue. Everything can be accom- 
plished via mouse clicks and pop- 
up menus: Click to choose a unit, 
click to select an action, click to 
choose a location or Target. 

As one might expect from a 
Jane's product, a wide assortment 
of ships, subs, and planes are at 
the player's disposal: everything 
from transports to carriers, from 
fighters to bombers, representing 
the navies of 16 nations. The 
world's oceans are your battlefield, 


with accurate ocean maps provid- 
ed for the entire globe. The game 
sports a good variety of interesting 
single missions, with a diverse 
range of platforms, force sizes, and 
objectives demonstrating the ver- 
satility of the game system. Also 
included is a story-driven cam- 
paign. 

The campaign is one area that 
may receive mixed reviews from 
both hard-core naval gamers and 
more casual players. First, it's 
composed of only four mis- 
sions — missions that might more 
accurately be called scenarios. 
Each mission is composed of mul- 
tiple tasks, many of which are 
revealed only upon completion of 
earlier objectives. It could easily 
take hours to successfully com- 
plete each mission (and success 
in a mission is required to 


progress in the campaign). More 
importantly, there's significant 
variability when you start a cam- 
paign mission, with the enemy's 
make-up and location changing 
with each replay. 

However, the pace of the cam- 
paign missions will be a little 
hectic for players who cut their 
teeth on serious naval simula- 
tions, In what may appeal to 
casual gamers {who would be 
bored with simulated hours of 
searching for the enemy), the 
campaign missions typically start 
with a hail of enemy missiles in 
the air. You must rapidly click on 
your ships and the incoming mis- 
siles in an attempt to shoot them 
down before they sink your 
forces. At the same time, you'll 
need to quickly launch your own 
missiles, launch and direct air- 
craft, send out anti-submarine 
warfare (ASW) forces, launch 
strikes against surface sites, and 
much more. If you survive the ini- 
tial onslaughts, the action will 
slow down long enough for you 
to catch your breath. Later mis- 
sion taskings involve more 
thoughtful objectives such as 
finding and eliminating lurking 
submarines. 

But Will Mikey Like it? 

So, is this a game for real-time 
strategy fanatics or serious naval 
wargamers? Often games that 



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REVIEW • JANE'S FLEET COMMAND 




try to be everything to everybody end up failing 
to please anyone. FLEET COMMAND, however, 
has the potential to please a surprisingly broad 
range of gamers. 

The wargaming neophyte can have a great 
time, patrolling the oceans and kicking the 
butts of the international bad guys. All of the 
military platforms that are so prevalent on the 
news these days are under your control; you 
can launch cruise missile strikes on terrorist 
sites, rescue downed pilots, enforce no-fly 


The World 

Is My Playground 


HAVE IT YOUR WAY A powerhj) missior) builder 
allows the creation of everything from simple 
engagements to complex scenarios. 

F leet command features an extremely versatile 
mission builder. You can select any section of 
any oceanln the world and populate it with the 
ships and aircraft of most of the world's navies. The 
power of the mission builder is in its complexity, but 
it's very simple to use. 

I had a great time setting up a simple mission in 
which ! had to use a few Los Angeles-class sub- 
mariries to locate and destroy a Russian carrier pro- 
tected by a standard carrier formation and its ASW 
aircraft. Tools are provided to include enough vari- 
ability and user-controlled randomness that you can 
be surprised by your own missions. The complexity is 
there to create full-blown scenarios, with multiple 
objectives, orders and platforms that appear only 
under certain conditions, custom event-driven WAV 
files, and much more. This excellent utility transforms 
FLEET COMMAND from a good game to a great naval 
gaming system. 


zones, and generally impose your own 
military justice on the world. Gamers 
who don't know the difference 
between a Flanker and a Tomcat can 
press a key and have Jane's reference 
guide pop up more data than you 
need. The manual is pretty skimpy on 
explaining some options, but a little 
experimenting will usually be suffi- 
cient to figure these out. The point- 
and-click interface ensures that 
novices can jump right in and play — 
they may not win right away, but 
intriguing scenarios and fairly con- 
stant action should keep them 
involved. 

The trickier question is whether 
hard-core naval gamers will enjoy 
FLEET COMMAND. The answer is a qual- 
ified yes. Some compromises are 
required, as many factors normally 
player-controlled in traditional hard- 
core games are abstracted or comput- 
er-controlled here. For example, you can't set the 
specific speed, depth, or altitude of weapons 
platforms. More micromanagement than expect- 
ed is required in some 
situations; for example, a 
helicopter on ASW 
search will usually not 
attack a hostile sub it 
discovers unless you click 
on it, an aircraft ordered 
to identify unknown air- 
craft will not automati- 
cally attack if the plane 
is hostile, and so on. 
Generally, if you want a 
unit to do something, 
you'll need to specifically 
give it those orders. 

However, the serious 
naval wargamer is given 
a huge number of plat- 
forms and the entire 
world's oceans in which 
to conduct operations. 


Some results may be a little questionable (it 
took eight missile hits to sink a small trans- 
port), but in extended play most things feel 
right. Send a loaded Hornet into a dose dog- 
fight with a Flanker, and you'll likely be sending 
a rescue mission after the pilot. While you can 
send a squadron of strike aircraft to take out a 
target defended by surface-to-air missiles, 
you'll lose fewer planes if you also send an EA- 
6B prowler to jam the SAM site radars. And 
while the campaign missions may be better 
suited to the more casual market, the very 
powerful mission builder (see sidebar) ensures 
that serious gamers can set up almost any 
engagement conditions imaginable. 

The bottom line is that FLEET COMMAND is a 
lot of fun. The average gamer will have a great 
time moving fleets of carriers and destroyers 
into battle and fighting off storms of enemy 
missiles. The more serious naval gamer, if will- 
ing to accept some abstractions, will savor hav- 
ing the navies of 16 countries and the world's 
oceans in which to set up historical and hypo- 
thetical scenarios, 


COMPUTER GAMING WORLD * JULY 1999 


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All Rigtrls Reserved. MicroProse. Hasbro Interactive, and the Kaslro Inieraciive logo are trademarks ol Hasbro or rts allllrates. All other trademarks are Itro ptopeity ol llielr tespeciivo holrlets 
















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1 Tveolayed euerv 
g^ffiRn wargame that's 
IRMSTln the hast 12 years 
mu this Is the best of the lot.” 


"Man of VUarll finally 
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for fans of classic naval warfare. 


The order is given. Prepare for battle! 

Iti the-^xplosive traditioiuilMas comes the all new high seas 

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Real-Time Naval Warfare ^ Multiple Levels of Command • Character Creation & Development 


'GT Interactin 
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' Srrafegy First Inc. All rights reserved. Man ol War II is a Irademeik of Strategy Rrst. All rights reserved. Atl ofhsr trademarks and copyrights i 


' properties i 


. 01999 GT Interactive Sollwar 





- ^ -J 

^Hl 







ROLLERCOASTER TYCOON • REVIEW 


Thrills and Spills 

ROLLERCOASTER TYCOON Is a Fun, Addictive — and Slightly Bumpy — Joyride 


by Jeff Green 

H ere's a nice milestone for 
the millennium: a comput- 
er game in which you get 
to clean up vomit. Finally! 
Fortunately, this is but one 
of the many tasks await- 
ing you in ROLLERCOASTER 
TYCOON, an utterly charming gem 
of a strategy game from 
MicroProse — and a welcome 
change of pace for those tired of 
conquering galaxies, fighting 
wars, and building global 
economies in game after game. 

Reminiscent of classic "god 
games" like SlMClTY, 
ROLLERCOASTER TYCOON has less 
serious intentions. Your goal, 
throughout the 20-plus scenarios, 
is to design and maintain a suc- 
cessful theme park. Merry-go- 
rounds, ice-cream stands, water 
slides, bumper cars — this is what 
you must command and conquer. 
It's harder than it sounds, and it's 
also a lot of fun. 

Making Flippy Floppy 

ROLLERCOASTER tycoon's look 
and feel will be instantly accessi- 
ble to anyone familiar with SiM 
CiTY-style gameplay.The game 
uses a standard isometric per- 


computer'' 1 

GAMII^ 

r> 



spective from which 
you can rotate your 
park at 90-degree 
angles, zooming in 
and out for different 
views of your work- 
in-progress. From a 
distance, you can 
work on long-term 
planning and layout; 
fully zoomed in, you 
can check out your 
park in wondrous 
detail, complete with 
excellent visuals and 
atmospheric sound 
effects and music. 

To succeed at the 
game's scenarios 
(unfortunately they're not linked, 
campaign-style), you must become 
adept at juggling numerous 
responsibilities. You must build 
decent rides that will attract 
patrons to the park — and you 
must build a variety o\ rides to 
keep people from getting bored. 
The park must be clean and safe, 
and you must constantly monitor 
rides for breakdowns. Your patrons 
will need places to sit down, eat 
and drink, buy gifts, and avoid the 
occasional rainstorm. 

Finance plays a crucial role. 
Prices on admission, rides, food, 
and gifts must be set low enough 
to please people, but high 
enough to keep your revenue 
flowing. As in real life, money is 
everything. You need it to pay 
employees, maintain and land- 
scape the park, advertise your 
attractions, research and build 
new rides, and expand the 
park's grounds so that people 
keep coming back. Operate at a 
loss for too long, and you'll 
find yourself with a dirty, bro- 
ken-down, empty park. 



WHY, THANK YOU! Win a scenario in ROLLERCOASTER 
TYCOON, and the tiny patrons of the park will stop to 
applaud your efforts — one of the game's terrific small 
touches. 


Wild Gravity 

The game includes a number 
of prebuilt rides, but ROLLER- 
COASTER TYCOON enables you to 
custom-build your own coasters 
and attractions — and that's its 
particular ace-in-the-hole. Game 
designer Chris Sawyer clearly 
intended this to be as much of a 
coaster-building toy as it is a 
strategy game, and, for the most 
part, it works. Those creative 
enough and somewhat mechani- 
cally inclined will have a blast 
structuring new rides, setting 
bands and rolls, intertwining 
tracks with other rides, and more, 
ail in an attempt to win a high 
excitement and intensity rating. 

For those less mechanically 
inclined, however, building roller 
coasters can be an intimidating 






WINDOW HELL One of the game's big drawbacks 
is excessive window ciutter — there's just too 
much going on for a window-based interface. 


DEATHTRAP DOOFUS My first custom roller coaster was this wooden night- 
mare, which no one was dumb enough get on. 


and difficult experience. 
The game cries out for 
an open free-form mode 
in which gamers can 
experiment without 
monetary limitations or 
a running scenario 
clock. It's a serious, frus- 
trating omission. 
Fortunately, the game's 
outstanding Web site 
(www.rollercoaster- 
tycoon.com) features 
batches of additional 
rides for free download- 
ing, including hundreds 
of user-built rides. 

I feel a bit like a 
humorless bully for pick- 
ing on such a fun game, but 
ROLLERCOASTER TYCOON has 
Other annoyances. The tool for 
raising and lowering land and 
water is a total pain, and until 
you get it down, you'll drain your 
treasury trying to use it properly. 
(How about an Undo button next 
time?) Also, there's just far too 
much window ciutter, with practi- 
cally every tool and item opening 
up a new window. Finally, there's 
only one game speed, meaning 
you'll often find yourself sitting 
around without much to do while 
waiting for time to pass — a 
deadly feeling. 

Little Creatures 

still, ROLLERCOASTER TYCOON Is 
SO dang eager to please, with so 
many great touches, it's impossi- 
ble not to like. The first 
time you see the little 
patrons whooping with 
glee after exiting a coast- 
er that you've built, or 
applauding you when 
you win a scenario, you'll 
feel it was all worth it. 
Even watching queasy 
patrons vomit brings a 
certain, twisted satisfac- 
tion; you feel this world 
you've created is alive. 

It's not the most macho 
strategy game around, 
but ROLLERCOASTER 
TYCOON is a great little 
thrill ride — well worth the price 
of admission. 


I'.computergaming.t 


COMPUTER GAMING WORLD » JULY 1999 






I “Environments that 
’ ^look as good as any ' 
big-budget action film.’ 

ft V — Next Generation 


“Shadow Company is 
arguably one of the 
most promising tactical 
war games in development 
^ .right now...’5^^?; 

-r^J/NET’s GameCenter 




N' 

urn 



mjl 









REVIEW • WARZONE 2100, BATTLEGROUND: CHICKAMAUGA 


Apocalypse and Civil War 

Two New Wargames Deliver Very Different Jolts of Excitement 



Warzone 2100 

★ A A ^ 

Price; $44.99 

Publisher: Eidos Interactive 

vwvw.eidosinteractive.com 

A ptly blending research, 
design, and unit cus- 
tomization with strate- 
gy and combat, 

WARZONE 2100 tries hard to com- 
pete with STARCRAFT and TOTAL 
ANNIHILATION, but its back-story 
is the same old postapocalyptic 
hoopla. Commanding a small 
force known simply as the 
Project, you venture from your 
underground labyrinth in search 
of artifacts (technofogies) in a 
world shattered by nuclear fall- 
out. Once a base of operations is 
created, you build and manage 
power plants, factories, and 
research facilities in order to sup- 
ply, design, and upgrade your 
forces while searching for more 
artifacts. Long-term playability is 
assured through more than 400 
technologies and 2,000 unit vari- 
ations. Designing and building 
the perfect combat force is vital 
to surviving the deadly 
onslaughts of the evil Nexus, 
Collective, and New Paradigm 
regimes. 

WARZONE 2100 takes place on 
three giant maps: Alpha (desert 
wastelands), Beta (demolished 
city), and Gamma (mountains). 
Each campaign map is carefully 



divided into several scenarios that 
focus on base defense, assault, or 
recon missions. Each mission 
extends the campaign map, 
revealing more areas to conquer 
and explore. At times, the combat 
scenarios are repetitive, but there 
is a definite feeling of progression 
throughout the game. 

The Al, for the most part, is 
solid. Tanks attack the enemy, 
and trucks repair damaged struc- 
tures without requiring your con- 
stant micromanagement. Unit 
pathfinding improves as tech- 
nologies improve. WARZONE 2100 
also includes a multitasking fea- 
ture in which multiple commands 
can be assigned to units or facto- 
ries, making management easier; 
for example, you can dispatch a 
repair truck to a particular spot, 
use that same truck to build an 
oil derrick, then repair a structure 
somewhere else on the map. 

Structures and units carry over 
from one scenario to the next, 
gaining combat ratings that 
range from rookie, green, veter- 
an, and professional all the way 
to hero, The higher the rating, the 
more proficiently units move, 
work, and fight. 


There are times, however, 
when the Al shows some vulnera- 
bility. Occasionally, tanks get 
sidetracked from reaching the 
battlefront. Attack formations 
also seem a problem; they really 
could have used a combat forma- 
tion script similar to MYTH. 
Mastering the interface is no easy 
task, with so many mini-menus to 
navigate and a bazillion designs 
to utilize. The game gets increas- 
ingly convoluted over time, and 
the timed scenarios sometimes 
become more of a nemesis than 
your enemies. 

The game's 3D graphics are a 
refreshing change from the stan- 
dard 2D real-time strategy game 
format. However, the various 
camera angles and panning and 
zooming features sometimes 
impede the process of navigating 
the map. 

All in all, WARZONE 2100 offers 
a unique mixture of building and 
combat. If you're a technical 
maven who enjoys customizing 
your forces, then this game is the 
one you've been waiting for. 
-Raphael Liberatore 


Battleground: 

Chickamauga 

AAA^ 

Price: $49.95 

Publisher; TalonSoft/Take 2 
vwvw.talonsoft.com 


D espite its age, the 

finest Civil War series 
ever isn't ready for 
euthanasia, thank you. 
BAHLEGROUND: CHICKAMAUGA 
takes you west of the 
Alleghenies, where, instead of the 
hint of Victorian romance we 
always associate with Robert E. 
Lee, we are treated to the bare- 
knuckled, savage affairs of 
Generals Grant, Rosecrans, and 
Bragg. In addition to the heroics 
of Longstreet and Thomas at 
Chickamauga, we also get the 
Union's hard-fought victory at 
Murfreesboro, and a "what-if" 
battle that assumes Bragg failed 
to guess Rosecrans' movements 
between Murfreesboro and 
Chickamauga. 

The basic Battleground system 
portraying these conflicts hasn't 
changed drastically. The 32-bit 
graphics now stylistically resem- 
ble those of TalonSoft's WEST 
FRONT more than Charlie Kibler's 
earlier hand-painted 
Battleground maps. You may 
now deploy skirmishers, and 
there are a few common-sense 
changes to morale, fatigue, and 
defense. 

The simulated situations vary 
in appeal; Though Murfreesboro 
isn't the most exciting battle, 
Chickamauga is particularly well 
balanced for multiplay. 

The new touches are evolution- 
ary, but this game system man- 
ages well enough without a lot of 
innovation. If you're into the 

American Civil 
War, you'll enjoy 
it. For others, 
you should be 
warned that 
there's probably 
more scholar- 
ship than excite- 
ment to be 
found here; this 
package isn't up 
to the level of, 
say, BAHLE- 
GROUND: 

SHILOH. 

-Jim Cobb 



A COMPUTER GAMING WORLD - JULY 1999 


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I^M iiv iniiM, woman, and child wlio enjoyed llic pleas- 
ainries ofiiii aflemoon well speiil with the Miiash I’C hit 
Rdi/Kxiil IVieeii II has aniiciiuied the arrival of this 
nllra-moderu expansion pack. i;ij;hieeii all-iiew cam- 
paiKii scenarios divided into three disliiici historical 
eras are sure to delight tixlay's ituxlem PC gainer. 

Ride the rails back in time! 

In the passage from through W3i). 
Slop along the way lo do your jiaiT for ihe war effort. 
Deliver troops and supplies to the besieged .Allied 
front. Rchtiild the lirilish rail sysiein after its 
cleslruciion in the Bliu. I’roieci Molher Russia fioin 
ihe advancing Ciennans. Only a foolproof rail sys- 
leni can spell victory for liie Allies! 

Modern times require progressive thinking! 

Next stop, the Modern lira. .Solve the 
iranspoiTaiioit problems facing the modern world from 
l‘)50 to 2005. Help build a modern Melra passenger 
syslcui for Seattle. Manage the suboeeanic Cluimiel sys- 
tem beiwccn liiigland and France wiilunii ilromiing in 
debt. Be ibe visionary who links two of .America's great- 
est cities, l.os .Angeles and San rrancisco, with long- 
awaited high-speed rail. 

Last stop, the future! 

iTom 2005 to 2030, worldwide lloodiiig 


and melliiig ice caps wreak new havoc for the modern 
railroad tycoon. Tlie United States is a watery waste- 
land. The Mediterranean is an empty basin with a blos- 
soming Hdeti. Aniareliea is a promising agricuhural 
center. The heady task of providing rail systems for this 
strange and e.xotie new world falls upon yonr shoulders. 
No donhi only the inosi ingenions sohuioiis will do. 

One of the wonders of the world? 

• This fine game boasts new buildings! Weapons plants... 

ARMY BARRACKS. ..AND A DISTILLERY. 

■ Melted Antarctica.. .floddeo United States.. .dried up Medi- 
terranean. ..these AND OTHER NEW LANDSDAPES ABOUND! 


'pO'Um-ci^ U 

th 1992 

|AC Compuief Games Straier.; P!ii ■ 


Go to #124 @ www.computergaming.com/infolink 







Gn-Kfa? 


» 

fp:<lnTTrrraprtrrTf^ 

QlEO<3K32nP 

m, ^U&CMnn? 


(nM S0!IW.UI 



MACHINES, SMOLENSK TO MOSCOW • REVIEW 


Robots 'n' Russkies 


Some Games Take the Fog-of-WarToo Seriously 



Machines 

'k k 

Publisher; Acclaim Emertainment 
Price: S44.99 
www.acdaim.net 

've come across some really 
ugly genre combinations in 
the past, but none that I 
wanted to see succeed as 
badly as this mixture of RTS and 
FPS. I can't count the number of 
times that I've cursed at my tanks 
in COMMAND AND CONQUER 
because they turned at the wrong 
time, and simultaneously 
thought, "If only /could have 
been at the helm." Unfortunately, 
the integration of these very dif- 
ferent gaming styles was done so 
poorly in MACHINES that I found 
myself wishing that they had 
stuck to one and done it right. 

The premise of the game is 
that humanity sent out robotic 
artificial Intelligence seeding 
colonies in advance of the human 
"generation" ships that were fol- 
lowing. The humans never 
arrived, and a bug in the Al code 
caused the original robot ships to 
make colonies of their own. When 
these empires of colonies bump 
into each other, the different Al's 
fight it out. 

It's actually a pretty cool story, 
but instead of developing it into 
a truly wonderful plot-oriented 
campaign game. Acclaim stitched 



a bunch of nonrelated and illogi- 
cal scenarios together, with a few 
new features acting as glue. 

One of the most touted fea- 
tures has been the viewing inter- 
face, and this is where the game 
fails the most. None of the three 
settings — strategic view, ground 
view, and first-person view — real- 
ly does the job well. 

The strategic view offers a 
rotating, over-the-shoulder per- 
spective that is good for selecting 
multiple units. But the onscreen 
visibility range is severely limited. 
You can't pan the view up very 
far, which severely limits the type 
of movement that you can effec- 
tively order. To make things even 
worse, you can't really see the 
terrain's elevation changes. 

The ground view is probably 
the most useful of the three. With 
it you get to see much further 
into the distance and detect an 
enemy advance in time to do 
something useful; often, I was 
able to visually spot a unit in this 
view long before it appeared on 
the strategic view or satellite 
map. But coordinating multiple 
units is difficult. 


www.coniputefgaming.com 


The first-person view is the 
most disappointing. You can jump 
into the cockpit of any mobile 
unit and control its directional 
movement, turret movement, and 
weapon fire. Sounds great, but 
once you go to this shooter POV 
you lose the satellite map, mak- 
ing it impossible to maintain any 
type of strategic control. Nor can 
you control multiple units any- 
more, making your attack a solo 
performance. 

Buried in all this mess are a 
couple of gems, though. There are 
real micro-terrain features: small 
hills, shallow depressions, ravines, 
trees, and other obstructions that 
offer localized cover from enemy 
fire and provide an opportunity to 
nullify longer-range weapons and 
let you "funnel" the enemy into 
your kill sacks. 

This genre combination still 
holds great promise, but you're 
better off looking for satisfaction 
in another title . — Lance A. Larka 


Smolensk to Moscow 

★ ★ A 

Publisher; Schwetpunkt 
Price; $39.95 

www.ghgcorp.com/schwerpt 

S chwerpunkt continues its 
series of little-known 
World War II battles with 
SMOLENSK TO MOSCOW 
(STM). Once again, we're in the 
Eastern Front of WWII; fortunate- 
ly, the designer skips the easy 


German victories of the summer 
of 1941 and instead portrays the 
Soviets' stiffening before 
Moscow, thus examining how the 
Wehrmacht was worn down, 
slowed, and stopped during the 
infamous Russian winter. 

An enlightened port of 
boardgame to computer, STM has 
the look and feel of SPI and 
Avalon Hill divisional-level 
games, but without the tedious 
paperwork for command control, 
morale, and supply. This conve- 
nience mostly makes up for the 
somewhat tricky interface and 
simplistic graphics. 

The game's nine scenarios 
cover the period from October to 
December of 1 941 , with some 
fighting in 1942. The gameplay is 
so straightforward that any board 
wargame aficionado will be right 
at home. Optional rules add spice 
with fog-of-war and advanced 
combat postures; there's also a 
scenario editor. The Al is reason- 
ably tough, and STM works very 
well for email play against anoth- 
er human general. 

STM provides a solid, well- 
researched, and pretty enjoyable 
game with a lot of replay value. 
Even so, the DOS clunkiness of its 
engine is starting to catch up to 
Schwerpunkt, which should con- 
sider a move to Windows 95/98. 
Otherwise, this little company 
risks being buried by the 
avalanche of scenarios found in 
high-test games like THE 
OPERATIONAL ART OF WAR. 

—Jim Cobb L<'iVJ 





REVIEW • EMAIL SCRABBLE, ELITE DARTS, EMAIL BATTLESHIP 


Step Into My Parlor 

Bit-Mapped Tiles, Darts, and Salvos Bring Back Turn-Based Classics 




A A 

Publisher: Hasbro Interactive 
Price: S14.95 
www.hasbro.com 

S crabble, the classic word- 
building game, Is ideally 
suited to the play-by- 
email format. A fatal 
bug, however, prevents you from 
exchanging your tiles. Face it: 
When you've got X, Z, Q, J, F, N, 
and D, you really don't have 
much choice but to chuck it all 
into the bag and redraw; not 
being able to do that Is a serious 
drawback. 

On the plus side, EMAIL 
SCRABBLE is simple to install and 
quite easy to play, whether or not 
you're familiar with the board 
game. SCRABBLE clans are rapidly 
forming over in CGW<, sales 
department, and even jaded edi- 
tors have become hooked. Heck, 
some of us are even playing this 
game with our moms (but don't 
tell anybody). 

While it lacks some of the 
chrome (sexier graphics, more 
robust dictionary, and so forth) of 
the bigger-budget SCRABBLE of a 
year ago, EMAIL SCRABBLE is 
aggressively priced and quite 
addictive. This is one email appli- 
cation we really like. — Tom Price 


A A A 

Publisher: Patch Products 
Price: S20.00 

www.patchproducts.com 

W elcome to CGIVs 

Department of Crow 
Eating. Having taken 
an admittedly cheap 
shot at ELITE DARTS In my 
Greenspeak column last month — 
without ever having played the 
game— I felt it was my cosmic 
duty to take a higher road this 
month, be a professional, and 
actually play the game before 
reviewing it. And. yeah, for what 
it is, ELITE DARTS is actually really 
good. 

ELITE DARTS Is a surprisingly 
feature-rich darts simulation 
made by people who take their 
darts seriously. It offers three 
classic games — Cricket, '01, and 
Baseball — that you can play 
against up to three computer 
opponents or in multiplayer mode 
over a LAN or the Internet. ELITE 
DARTS smartly includes the 
games' most common rules varia- 
tions, allowing you to customize 
play and scoring to the way 
you're used to playing in real life. 
For example, my real-life favorite 
is "Inverse Cricket," so I was 
thrilled to see it here. 


You can choose from 
five types of darts and 
four locations and 
boards, Computer 
opponents can be 
scaled from three levels 
of difficulty and can be 
mixed within one 
match — letting you 
play a match against 
two amateurs and one 
pro, for example. 

The dart throwing itself is most 
akin to a golf simulation. A trans- 
parent arm appears on screen; 
you aim with the mouse and then 
throw by thrusting the mouse for- 
ward. The speed of your mouse 
movement determines the veloci- 
ty of the dart. It’ll take a couple 
of games to get the feel down, 
but once you do, the play is nat- 
ural and pretty dead-on. 

If this appeals to you, then 
ELITE DARTS is about as faithful 
and accurate a darts sim as you 
could ever hope for, minus the 
drunken morons walking in front 
of the board as you throw — the 
game's only serious omission. 

— Jeff Green 


Email Battleship 

A 

Publisher: Hasbro Interactive 
Price: $14.95 
www.hasbro.com 

I n the traditional Battleship 
boardgame, each turn can 
result in a hit (which is signi- 
fied by a 
tinny "ka- 
boom" sound in 
the old battery- 
powered ver- 
sion of the 
game) ora miss 
(creating a cor- 
responding 
"splash" sound 
effect). Playing 
the game EMAIL 
BAHLESHiP by 
Hasbro conjured 
a sound in my 
head — a huge 


splashing sound, This game miss- 
es by a mile. 

Which is a shame. First let me 
say that 1 have no problem with 
the game of Battleship itself. I 
wasted many a prepubescent 
afternoon on the shag carpet 
yelling out "You sank my battle- 
ship! " at one cousin or another. 
The game is a good way to waste 
a half hour. Battleship by email, 
however, is a bad way to waste a 
few weeks. 

Worse, EMAIL BATTLESHIP can 
be a bit buggy. Unfortunately, I 
too often received "application 
not found" errors while trying to 
open the email attachment and 
was forced to detach the attach- 
ment and run the program in 
order to play my move. 

It's CGWpolicy to finish every 
game we review, but EMAIL 
BATTLESHIP is so mind-numbingly 
tedious that after two weeks and 
only one sunken ship, I decided to 
give up. There's not enough strat- 
egy or planning inherent to the 
game to keep it interesting or 
compelling over that period of 
time. — Tom Price 





COMPUTER GAMING WORLD « JULY 1999 


t'.computergaming.com 




wtvUeaiJSj 

Clubl' 


. fisicgcnds forttfllil. tpil haa iftUBiitd^ land, 
•a-dartiidc of death and .dcstrattiofij ^te rariinq oacr 
dOat d)TPE«;p.caccful ttalm;. tdfning;t)rot|itT|»tnst brother, 
cranlagaii]Bt,.clan. ^ifnimon :uour'CDi«piind raise 
uour 8ffl'oi;d,f0r'a fight^o^elfatli aplret a demonic 
monster mho feed^-on h|tred;$)id despair. ■ 


Battle as one of fOur unique characters. 

Conquer malicioii'S.harde's and mythical 
beasts throiigh.huhdreds of miles of 
dqnaerous tandspf'. a, ' • •• 

^Bfeief fe^nrafel buzzles, interact 
Mnw^m^ridthafv .characters. 

to 4 players over 


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CI999 Stiaiegy First Inc. All rights reserved. Dans is a iradomark ol Strategy First All rights reserved. AU other iiademarks arrd copyrighis are the properties ol their respective owrrers. 01999 GT interactive Software. 



STRATEGY • CHEATS • WALKTHROUGHS 


Ciuilization: Call to Power 

Excerpts From Brady Publishing's Civilization: Call to Power— The Official Strategy Guide 



W hether you wish to conquer 
the world in the manner of 
Alexander the Great or just 
build a peaceful empire, it's 
inevitable that you are 
going to have to fight a war at some point 
during CIVILIZATION: CALL TO POWER— and 
not always at a time and place of your own 
choosing. Therefore, 
the first question 
you should ask 
yourself is, 

"What is my 
strategic goal in this 
particular game?" The second question, 
which follows from this, is. "Can I afford to 
undertake my chosen goal?" What newcom- 
ers to CALL TO POWER often fail to ask is, 

"Can I afford not to undertake my chosen 
goal?" Worse, still, they have no goal at all. 

One thing we can assure you, however: If 
you simply go along, letting the game play 
you. instead of you playing the game, your 
civilization will be left in the dustbin of his- 
tory. Therefore, whenever you are faced 
with the possibility of military conflict, ask 
yourself: 

1. Does the potential enemy pose 
an immediate threat to the well- 
being of my empire? 

2. Will this fight start a long, 
protracted war? 

3. Why am I going to war? 

4. How much can I afford to lose? 

5, Will this war help me win the 
game? 

At the risk of sounding cynical, we tend to 
go to war when it is most practical to do so. 
For the Alexander the Great-style player, this 
might be 90 percent of the time (yet you still 
don't want a war forced on you before you're 
ready). Even if you're a player whose style is 
better suited to economics and production, 
you'll eventually reach a point at which you're 
entangled in a "World War" that continues 
over a long number of turns. In either case, 
you are going to have to decide whether: (a) 
crippling your opponents is enough; (b) you 
should take an opponent entirely out of the 
game; or (c) you can derive a lasting advan- 
tage without expending as much effort. 


See the Review 


THIS ISSUE ON PAGE 145 • 3.5 STARS 


CONCERNING THE ART OF COMBAT 


W hen you attempt to enter the space of an enemy 
piece, combat occurs. Combat in open terrain is 
fairly simple, because you can make a rough estimate of 
your chances in a given combat by comparing the attack 
value (of the unit moving into the space) with the defense 
value (of the unit already in the space). Combat percent- 
ages are always figured from the attacker's point of view, 
as follows: 

Attacker value divided by (Attacker value + 
Defender value) = Chance of a Hit 

If the Attacker makes his Chance to Hit, he scores a sin- 
gle hit on the Defender, who loses one Hit Point. If the 
Attacker misses his Chance to Hit, he loses a Hit Point. 

This continues until either the Attacker or the Defender 
has lost 10 Hit Points and is eliminated. 


UNIT COMBAT MODIFIERS 


Standing Down 


•12 percent 

•25 percent 


Unit has 2/3 of a movement 

point left -33 percent 

Unit has 1/3 of a movement 

point left -67 percent 


Veteran unit 


-t-SO percent 


MULTIPLICITY OF WONDERS 


Here are our favorite Wonders of the World 


for multiplayer games: 

East India Company 


Often better than in a solo 
game, as there's usually 
more trade between 
Humans. 


Eden Project 


One of your aggressive 


Leeion Versus Phalanx 


A Phalanx, with a defense strength 
value of 2, defends in Plains (whether 
or not the Plains space has a road, it's 
still considered open terrain). Assume 
that a Legion, with an assault strength 
value of 2, attacks the Phalnnx.The 
odds aro even, which you'd expect from 
two units with the same value. But 
let's go thraugh the piticess anyway: 

Tlic Legion Attack is 2; the Phalanx 
Defense is 2. 

2 [attack value] divided by (2 (attack 
va)ue]->-2 [defense value]) =: Chance for 
the Attacking Legion to Hit the 
Defending Phalanx. 

2 divided by (4) = 1/2, or a 50 percent 
Chance to Hit for the Legion against 
the Phalanx. 

At this point, the computer program 
would generate a random number from 
1 to 100, much like rolling a pair of 10- 
sided percentile dice. If the number in 
this case came up as, say, 43, then the 
Legion would have made its Hit Chance 
and would inflict a hit on the Phalanx. 
If the random number was anything 
from 51 to 99, then the Legion would 
have failed its Hit Chance and would 
take a hit itself. The process repeats . 
until one of the units loses 10 Hit 
Points and is eliminated. 

Keep in mind that all units on At 
War status have a full allotment of 10 
Hit Points. Units that are Standing 
Down, however, can have no more than 
75 percent of their normal Hit Points, 
making them brittle in combat. 


buddies will be a polluter nonpareil. 


Edison's Lab 

Not as qood as the Internet, but still helps vour research efforts. 

Forbidden Citv 

Shuts off information to vour enemies; drives 'em nuts. 

Haqia Sophia 

The mulliplaver aame without a thrivinq Theocracy is rare indeed. 

Internet 

Almost quaranteed to keep vou in a mulliplaver qame. 

London Stock Exchange Beina more cost-efficient than fellow Humans is a key to winning. 

Philosopher's Stone 

It's more important to know what a Human is thinking than an Al. 

Sphinx 

As combat-haoov as most qamers are. this qives vou peace of mind. 

Stonehenge 

Grow fast, grow strong, before your neighbor does. 


A 


COMPUTER GAMING WORLD » JULY 1999 


/.computergaming.com 




Versus Ranged 


CONCERNING RANGED ATTACKS 


R anged combat is new to the CIVILIZATION series, but it's not terribly 
compiicated when compared to other strategy games— just different. 
1 . Basicaliy, all units with a Ranged Attack {Archers, Musketeers, and so 
forth) are placed in the "back row" of each side, as long as they have nor- 
mal land combat units {Marines, Phalanxes, and the like) in front of them, 
in the "front row." 

2. When combat begins, the Attacker’s Ranged Units fire on defending 
enemy units in the front row, and the defenders do likewise at the attack- 
ers in the front row. The combat is resolved similarly to the usual fashion, 
except that: 

a. Each back-row unit attacks with its 
Ranged Attack value; 

b. Each Ranged Unit attacks, or 
"fires," 10 limes {with arrows, musket 
balls, whatever); 

c. Anything that would normally count 
as a Hit to the Ranged Attacker has no 
effect {since they are firing from too 
great a distance for opposing units with 
nonranged weapons to really hit them). 

3. Next, the front-row troops conduct 
combat as normal. 

4. This continues until all front-row 
troops of one side are eliminated. Then, 
the Ranged Units of that side must move 
up to the front row and use their normal 
{non-Ranged Attack) values; now that 
they are in the front row, they may be 
fired upon by enemy units in the second 
row {using their Ranged Attack). 

5. Combat continues until all units of 
one side are eliminated. 


IWlTulffiTI 


IWo Roman Knights and 
one Legion attack a group of 
three Greek Phalanxes and 
one Archer on a hill. 

i. Even though the Greeks 
are the defenders overall, 
the Archer still gets to 
"attack" the Romans by 
using its Ranged Attack 
value. 



POWER TO THE PEOPLE 


I n CIVILIZATION: CALL TO POWER, you deal with 12 forms of govern- 
ment. Each has different effects on Growth, Production, Science, Go 


2. The Archer opens fire on 
one of the two Knight units, 
firing 10 times; 

(Archer Ranged Attack of 31 
divided by (Archer Ranged 
Attack of 3 4^ Knight 
Defense of 3) 

3 divided by (343) 

3 divided by 6 » 1/2, or 50 
peix;ent 

In this example, the 
Archer does slightly less 
than the average damage, 
scoring 4 hits on the 
Knight. 

3. The fresh Knight (which 
took no hits) defeats the 
opposing Phalanx, but loses 
8 Hit Points. 

4. The other Knight, dam- 
aged by the Archer, loses to 
its opposing Phalanx. 

5. The Legion loses a close 
battle to its opposing 
Phalanx. 

6. Outnumbered, the Knight 
takes 5 hits from the 
Archer's Ranged Combat 
and is easily dispatched by 
the Phalanx. 

It should be noted that 
without the Archer, the 
Knights would probably 
have had enough firepower 
to take out the Phalanxes. A 


I ment. Each has different effects on Growth, Production, Science, Gold, 
and Militaiy support. In addition, each governmental form has a maxi- 
mum percentage of Gold that can be spent on Science in any given turn. 
As a result each of the following forms of government has an appropri- 
ate point at which it can be used most efficiently for your strategy. 

Anarchy: This gives you only one-tenth of the amount usually pro- 
vided for Science and three-quarters of the amount usually garnered in 
Gold. The most inefficient form, but a necessary evil to make the transi- 
tion to more advanced governments. 

Communism: Assumes that the central planning mechanism of a 
totalitarian regime can be very efficient in the short run, but forces you 
to pay the price in Pollution. By using the 1 .75x multiplier for Production 
and 2x multiplier for Science, you can develop your industrial base rather 
quickly. Of course, your citizens will be choking on their own soot. 
Corporate Republic: A fictional form of government designed for 
CALL TO POWER, it's superior to Democracy, Monarchy, Republic, Theocracy, and Tyranny in terms of its impact on your 
fiscal {Gold) and industrial (Production) status. 

Democracy: The leader of a Democracy can assign 1 0 percent more Gold to the advancement of Science (70 per- 
cent as opposed to 60 percent), which represents a significant edge over your opponents as you move through the 
technology tree. On the downside, the possibilities of unrest during wartime make Democracy a poor proposition for 
gamers who prefer to conquer above all else. 

Ecotopia; An ideal government for those who wish to prosecute an efficient war. It is particularly effective when 
you wish to attack heavy polluters. 

Fascism is the ideal governmental form for prosecuting a war prior to the advent of Ecotopia. There are no major 
disadvantages for the conqueror unless you happen to build so many Fascist units that you take a significant force 
reduction when you change to Ecotopia or a more advanced government later in the game. 

Monarchy: The slight bonuses for Science and Production gained by this government during the early portion of 
the game are far outweighed by those of otiter forms of government as the midgame approaches. Note also that the 
larger the empire, the less efficient the Monarchy becomes. As your empire grows, don't hesitate to change to a new 
form of government. 

Republic: The most efficient form of government for a medium-sized civilization. It offers you across-the-board 
bonuses to the Science, Gold, and Production modifiers. It also has the least downside of any government until you 
are able to establish a Democracy. 

Technocracy: Though inhumane, this is a useful form of government, since it has the highest Production modifier 
in CALL TO POWER. It is definitely the form of government to use when you're falling behind and you need to pump up 
production in a hurry with no distinct downside. 

Theocracy: A relatively efficient form of government but one that doesn't pay dividends as big as some of the 
later governments; still, the Cleric attack could become a big income producer for your government This is a very nice 
form in the early portion of the game for someone who prefers to build rather than conquer. 

Tyranny: The baseline government for CALL TO POWER, with no advantageous modifiers. When it is possible to 
move on, we advise you to change governments out of Tyranny as quickly as possible. 

Virtual Democracy; A highly idealized futuristic version of pure democracy, it is the best government for 
making progress in science. If you're headed for the Wormhole Sensor and Alien Synthesis Project ending, this is the 
government you'll need for success. 

Continued on Page 178 


v.computergaming.c 


COMPUTER GAMING WORLD»JULY 1999 


Heroes of Might & Magic lii 

Build Strongholds, Augment Spells, and Rule Erathia in No Time 



ven given the excellence of the entire series, HEROES OF MIGHT AND MAGIC III still stands out, with eight castle 
types to choose from, 16 different types of heroes to play, over 100 creatures to command, and a detailed magic 
system to master. In a game with so many options, it can't hurt to get a few pointers, especially if you're facing a 
bully like CGl^V Features Editor Denny Atkin, who is just begging to be beaten. With that in mind... 




THE ABCS OF COMBAT 


Need for Speed 

Nothing spells victory like initiative. If you can move first in battle, you 
can draw first blood and cast the first spells. Being first thus means 
having a great advantage. Try to ensure that you have at least one 
stack in your army that has speed 9 or higher. Also, make sure your 
ranged units are faster than the enemy's ranged units. If your ranged 
units aren’t faster, then take the opportunity to cast Haste or Prayer on 
them to speed them up. It's important that you attack with your ranged 
troops before spells or faster ranged units cut down their numbers. 


Morale and Luck 


These two factors are very important to any tactical battle. Good 
morale allows your troops to attack again, while good luck means 
your unit deals double damage. Conversely, bad morale paralyzes your 
unit for that round, Never mix more than two types of creatures from 
a town, because that lowers morale. Try to get the Leadership skill for 
your heroes: It adds +1 to +3 to your units' morale. Still, keep in mind 
that morale can never go higher than +3. Similarly, you should try to 
acquire the aptly named Luck skill. 


Heroes 

Be mindful of the fact that heroes add their attack and defense to 
their attendant troops. Thus, although the goblin and the gremlin have 
very similar statistics, when matched against each other, the goblin 
will be twice as effective if it's commanded by a barbarian (+4 attack) 
and the gremlin is commanded by an alchemist (+0 attack). As in pre- 
vious HEROES games, you want to create a killer superhero and have 
him initiate the majority of your offensive strikes. 


IT MIGHT BE MAGIC 


All magic in HEROES Ml falls under four elemental schools: Air, 
Earth, Fire, and Water. Every hero's command of magic is dependent on 
whether he chooses to learn the Air, Earth, Fire, and Water skills. Each 
skill allows the hero to cast spells in that school at greater effective- 
ness. In addition, having the matching skill will make all spells in that 
school cheaper to cast. While you can still cast a spell even if you don't 
have the appropriate skill, it would behoove you to learn that skill as 
quickly as possible for both the increased effect and lowered cost. Here 
a rundown of each school's pros and cons. 

Air This school has excellent movement spells for the adventure 
(strategic) map. Both Fly and Dimension Door are excellent for moving 
around the map, and the latter practically triples your move. If you 
master Air magic, you can cast Dimension Door four times a day. The 
Air school has two potent attack spells — Lightning Bolt and Chain 
Lightning — but few other direct-damage spells. The all-important Haste 
spell — a must-have for slow troops — is an Air spell. 

Earth ■ This school has not only the effective Meteor Swarm spell but 
also the most powerful offensive spell in the game; Implosion. In addi- 
tion, the very useful Town Portal spell belongs to this school. If you mas- 
ter Earth magic, you can specify the town to which you want to teleport. 


Otherwise, you teleport 
to the nearest town 
without an occupying 
hero. The undead spells 
(Animate Dead, Death 
Ripple, Destroy 
Undead) all belong to 
the Earth school. 


Fiiie; 



Fire is heavy 

on offensive magic, with spells such as Fireball, Inferno, and 
Armageddon. However, this school has neither a spell quite as destruc- 
tive as Implosion nor one so far-reaching as Chain Lightning. This 
school does have some interesting augmentation magic, such as 
Bloodlust (increases attack rating) and Frenzy (adds all defense points 
to your attack rating). However, Fire is probably the weakest of the 
game's schools. 

Water The Water school has many powerful augmentation spells, 
including Bless (maximum damage), Mirth (increase morale), Teleport 
(move anywhere on the map), and Prayer (Increase attack, defense, and 
speed). This school lacks effective attack magic, but is the best for 
enhancing your troops in battle. 


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CHOOSING YOUR TOWN 


I f you are going to play one of the more expensive town types — 
tower, castle, or dungeon — always take the bonus for extra 
resources. Likewise with the rampart — even though it's cheaper — 
because you need the extra crystal to build the Pegasus dwelling. 


CasdeTown 


The game’s strongest town, the castle has 
excellent units throughout the tech tree. 
Upgrade your archers and swordsmen early and 
you will have arguably the game's best early- 
level ranged unit and the best mid-level melee 
attacker, respectively. 


THE DUNGEON Although the castle town is the strongest, this 
. dungeon formation can beat an army of like-level castle troops. 


Inferno Town 

Although the inferno is stronger 
than the fortress town, all inferno 
units (except for the seventh-level 
devil) are pretty slow. In addition, 
most inferno units lack significant 
upgrades. Creature- 
wise, this town loses 
out to most others, 
and its only saving 
grace is having pow- 
erful magic. 


and then behemoths or go for ranged units and 
the ore, then the ogre, and finally the cyclops. 
The stronghold's creatures have low hit points 
and defense, but you'll have high attack, so go 
on the offensive early. The town is also very 
weak in magic. 




THE PORTRESS it has a serious lack of might and magic, and requires 
more wood for building dwellings than any other town type. 


Dur^eonTown 

The dungeon has average-strength early units, 
but from levels three to seven it has very pow- 
erful creatures (with the exception of the sixth- 
level manticore). Having two strong ranged 
attackers in the midgame (levels three and 
four) gives you incredible firepower and allows 
you to pick off the slower troops of the tower, 
rampart, and inferno towns. Add in the fifth- 
level minotaur. which is as strong as several 
sixth-level troops, and you have the only 
midgame army that might be better than the 
castle's. This town provides excellent magic. 


Necropolis 

This town is schizophrenic. Its 
liches, knights, and upgraded 
vampire lord are extremely pow- 
erful, but the second-, third-, and 
seventh-level creatures are 
extremely weak. If you do play 
this town, scramble up the tech 
tree to get the three good units 

and bypass the third- ^... 

level wraith, which you f THE STRONGHOLD Build a wolf pen, a roc's nest, and finally the 
never need to build, \behemoth lair to gain the mighty behemoth unit in only three turns. 


For more on winning HEROES OF MIGHT AND MAGIC III. visit GameSpot's 

WWW, gameguides.com and download the nearly ZOO-page HEROES III game guide. (See the /?evfeiv~| 


Fortress Town 

This town is the weakest in the game. It has a 
barely average first-level unit. Its second-level 
unit, the lizardman, is the game's weakest 
ranged attacker. Add to that a fatal lack of 
strength and staying power for its sixth- and 
seventh-level units, and you have a town that 
can't really stand toe-to-toe with any other. The 
only highlights are the gorgon and basilisk, 
although they are most effective in large num- 
bers. This town is also incredibly weak in magic. 
To add insult to injury, the fortress town needs 
an exorbitant amount of wood, so you'll need 
at least three wood mills. 


Rampart 

This town has very slow creatures, so it is 
imperative that you get the Pegasus unit early 
to have a chance at gaining initiative in battles. 
Make sure to upgrade the elven archers to 
grand elves, which enables them to shoot twice. 

Stronghold 

The stronghold has some powerful melee 
units but lacks any ranged strength for much of 
the game, mostly because the path to the 
cyclops is so expensive. This town has two very 
distinct building tracks. You can either climb up 
the tech tree and go for wolf riders, then rocs, 


Tower 

The tower is the most expensive town in 
terms of unit cost and building dependen- 
cies, The first two units (gremlin and gar- 
goyle) are pretty weak, especially when you 
factor in the physical weakness of this 
town's heroes. However, the tower is very 
strong in magic. If you go with the tower, 
you need magic to bolster your troops, and 
you must go for the naga queens and titans 
as fast as possible. The town's creatures are 
all slow, which is yet another disadvantage 
in combat. 


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CIVILIZATION: CALL TO POWER 

Continued from Page 169 


BARBARIANS AT THE GATE 


B arbarians are the embodiment of chaos theory 
in CALL TO POWER. Here are a few ways to 
impose order on the madness: 

1 . You know those villages that you always sweat 
over entering, because you don't know whether 
they hold the promise of shiny new gold, a welcome 
technological advance, or the threat of a Barbarian 
horde? Wait to explore those close to your empire 
until you've built a city near them: A village within 
your city limits (the two-space radius) won't spawn a Barbarian. 

2. A corollary to this is that the CALL TO POWER program doesn't like to give 
you the same village result within the same turn. So, consider exploring three 
to four outlying villages on the same turn. While you might get a Barbarian, 
you are almost certain to get a free advance. 

3. Also, keep in mind that there's about a 50-50 chance that the free 
advance you discover will be the one you are already researching, So, you 



might take a chance and bump down your sci- 
ence output during this turn, until you see what 
gifts you get. 

4, If a Barbarian should capture one of your 
cities, consider building a trade route to it before 
you recapture the city. You'll make money in the 
short term, and it's a good step toward a monop- 
oly in many cases. 

5. If a Barbarian is making progress against 
another empire, send a Spy or Cyber Ninja to shadow the Barbarian. If the 
Barbarian gets lucky and captures an enemy city, you can Incite Revolution 
and grab the city without starting a war with the former owner of that city. 
Your action will cause that nation to drop one happiness level toward you, but 
this negative effect is well worth it to gain a city. Also, this action does not 
cause any adverse effect on your reputation vis-a-vis other countries, besides 
the one on which you pulled this wicked trick. 


SOLVING THE HAPPINESS PROBLEM 


Direct Happiness Effect Indirect Happiness Effect 

Lowers Crime 


Temple 

Reliqion -+ 270 

+2 

N/A 

Courthouse 

Jurisprudence -+270 

N/A 

-50% Crime 

Theater 

Philosophy -+495 

-+1^ 

N/A 

Coliseum 

Enqineerinq -+ 1,305 

+2 

N/A 

Hospital 

Medicine + 2,250 

N/A 

-3 Overcrowdinq 

Cathedral 

Perspective -+ 2,475 

3^ 

N/A 

Movie Palace 

Electrification •+ 1,500 

N/A 

-1 00% War Discontent 

Druq Store 

Pharmaceuticals -+ 3,000 

+3^ 

N/A 

Security Monitor 

A1 Surveillance -+ 4,000 

N/A 

-50% Crime'' 

Aqua-Filter 

Fuel Cells + 8,000 

N/A 

-5 Overcrowdinq 

Arcoloqies 

Arcoloqies -+ 5,000 

N/A 

•4 Overcrowdinq 

House of Freezinq 

Crvonics -+ 5,000 

o5 

N/A 

Mind Controller 

Mind Control -+ 10,000 


Special Defense^ 

Body Exchanqe 

Life Extension -+ 1 0,000 

-+3 

N/A 


Notes: 

^ Doubles the effectiveness of Entertainers by providing a permanent venue. 

2 +5 in aTheocracy because of boost in faith, +1 in Communism because religion is the opiate of the masses. 

^ -^25 Production units per tum because increased health means more reliable man houn. 

^ -too percent Pollution and +25 percent Production. 

^ +S Happiness in a Theocracy because citizens can ''die" and have their taste of heaven and then come back to life. 
^ freezes Happiness Quotient at a very safe 75, 

^ 50 percent chance to prevent Convert City attack and 100 percent chance to prevent Capture Slaves attack. 


WOLFPACK ATTACK 


G iven that Subs can be seen only by a 
handful of units (and Cities with Sonar 
Buoys), they can wreak havoc on your 
Aircraft Carriers and even your Battleships if 
left unchecked. The classic method is to seek 
them out with Destroyers and sink them 
with a combination of Destroyers and 
Aircraft. 

So, what do you do when you want your 
Subs to send your opponent's tonnage to 
the bottom of the ocean? During World War 
II, the Germans developed the tactic of 
sending large groups of Subs, called 
Wolfpacks, to overwhelm unsuspecting prey. 
It's a little more difficult to manage this in 
CALL TO POWER, but the idea is still valid. 

The best method we've found is to put 



together a 
Wolfpack 
of four or 
more Subs 

and hold them off a couple of spaces. Then, 
send out one or two other solo Subs to try 
to break through the "picket line" of 
Destroyers that's spread out, trying to pro- 
tect the valuable Carriers and Battleships. 

If the solo Subs get through, fine — but 
chances are good that at least one of them 
will be detected. The computer is not terri- 
bly disciplined, and it will often break up its 
Destroyer picket line to converge on your 
Sub and kill it. This generally opens up a 
hole for you to plunge through with your 
Wolfpack and head straight for the juicier 
enemy targets. 


• Most units with Ranged Attacks are 
much more effective in the second row than 
in the first. So, make sure that you have a 
balanced force, with plenty of front line 
troops to protect your Ranged Attack units. 

A good example of this would be to have 
only half as many Archers, for example, as 
you have Legions, Samurai, and/or Phalanxes 
combined in a particular force. 

• Normally, units controlled by a computer 
player are less likely to attack when they 
have less than a movement point remaining 
(if they have been moving down a road, for 
example). If you move to where your unit is 
at the far end of the computer unit's move- 
ment range (such as just alongside, but not 
on, a road) the computer's unit is likely to 
move next to you, but not attack you at 
unfavorable odds. This allows you to attack 
the defending computer unit on your next 
turn or to reinforce with other units if the 
odds are unfavorable for you. 

• Keep track of your opponent's aircraft: 
Some of them are almost certainly operat- 
ing at the farthest range of which they are 
capable. In such a case, all you have to do is 
place a row of Air units between them and 
their refueling base. When the enemy Air 
units can't get home, they crash — quick, sim- 
ple, and deadly. Remember, there are no aer- 
ial zones of control, 
so your aerial block- 
ade must consist of a 
solid line of aircraft, 
with no holes. When 
executing this tactic, 
Terry especially likes 
using obsolete air- 
craft. 333 


The complete CALL TO POWER guide has tips on how to 
conduct blitz attacks, set up mobile defenses, and carry 
out a Clerical or Televangelist agenda. It also dissects 
wonders, explains technology advances, and suggests the 
best times to switch governments. Besides, the guide 
confirms our suspicions that Terry and Johnny are 
secretly Ecoterrorists at heart. 



COMPUTER GAMING WORLD - JULY 1999 


/, computergaiTnng.com 



the secret hides. 

the truth consumes. 



In a time of chaos, in a city on the brink of destruction, only you can discover the truth. 

' lariOv- ;;,: ; 

An RPG / Strategy game. Coming this Faii. 


'fWT&RAcrfve 




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Odium and the “M" logo are trademarks of Monolith Productions, Inc. 
Go to #139 @ www.comouteraamina.com/infoHnk 



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Effect 


Lay a circle of track that j 
crosses a competitor's ' 
layout as much as possi- i 
ble, build a dummy sta- 
tion with a roundhouse i 
and water towers, and 
then run a train with 
the maximum number 
of cars. Run two trains, L - - 
if you like, in order to 
thoroughly clog the opposition's rail net. 


especially on longer runs, that if your train's oil level is one 
notch above empty, the chance for a breakdown doubles. 

the economic power of renewable resources: A well-placed 
cluster of cattle yards will produce enormous quantities of 
milk and moolah. — Sam Baker 


Heroes nl Minht and Manic 111 


During play, press and then enter any of the following: 


Code 

nwcantioch 

nwcavertingoureyes... 

nwccastleanthrax 

nwccoconuts 

nwcgencraldirection.... 
nwcmuchrejoycing .. 
nwcshrubbery..,. 


...all siege weapons 
... all structures 
...maximum luck 
...unlimited movement 
...entire map is revealed 
...maximum morale 

...+100 all resources and +10,000 gold 


esl Ftont 


where you exit units off the map, 
you should resist the urge to slaugh- 1 
ter the enemy and hold all victory 
hexes. Try grabbing one or two | 
hexes close to the exit and letting | 
the enemy batter himself against j 
your rear guard while you hustle the ' 
bulk of your force off the battlefield. 

Empty trucks are fine candidates for cheap victory points. 


generally don't come when you need them, and it's almost guaranteed 
that they won't hit the targets you specify. So, rather than whine about 
it, point the flyboys in the general direction of a target-rich environ- 
ment and let them have some fun. — Jim Cobb 


GAMERS EDGE 


N ri I U- 

CHEAT CODES • HINTS • WALKTHROUGHS 



cwoksrule 

masteryoda 

killmenow 

Ihetasteofvictory 

hypermeto## 



invulnerable 


unlimited ammo 
lose the level 
win the level 

warp to different level, where ## 
is the number of the level 


■ l I'lMlfHI III I 

EverOuest 

In early-level play, never go into combat 
without first considering your opponent: 

Either select /Cons or right-click on the 
targeted enemy. Opponents that show 
up as blue are easy targets, but they 
still give you needed experience. 

Opponents with colors below blue on 
the scale, like black or green, aren't worth your time. While you can try your 
luck with yellow enemies, you should get another party member to help you. 
Finally, never fight an enemy that shows up as either white or red, unless you 
have an army with you — or you’re feeling suicidal. — Thierry Nguyen 





Army Men 2 

Enter message mode by press- 
ing \ and then type iwhen all 
else fails... (including the ...) to 
enable cheat mode. Rnally, 
enter one of the codes below 
to activate a cheat. 



iacme discs 
. laluminum foil 
ibeautiful nikita 
Ifourth of July 
!god of gamblers 
Igeronimol 
Ignomish inventions 
11 have a rock 
Ino rocket launcher 
! paper dolls 
! roach spray 
(ruby ray 
iviliage people 


land mines 
flak jacket 
infinite sniper rifle 
M-80 

random item, sometimes infinite 
12 free air strikes 
explosives 

infinite hand grenades 
infinite rocket launcher 
paratroopers 
infinite aerosol spray 
infinite magnifying glass 
infinite flamethrower 


COMPUTER GAMING WORLD « Jl 


1999 









Save Time and Money 
Ordering Games by Phone! 


Local Stores don't always have the games you're look- 
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‘STAR WARS EPISODE 1: THE 
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ners, blasters & Force Push pow- 
ers. Battle hordes ol enemies 
including destroyer droids, merce- 
naries and the evil Darth 
Lucas Arts(Arcade) 

Release: 5/99 PC CD 


‘FINAL FANTASY VIM' 

Through an iniricate balance ol 
stoty, graphics, and sound, Ihe 
crealois oi Final Fantasy express 
Iheir ihoughls and feelings in a 
sloiy brought to life through high 
quality graphics and elegantly 
composed sound and music. 
Characters gain comta! experi- 
ence points even it they turn and 


'QUAKE ir Quake was just 
foreplay. Now comes Quake 
II. Includes larger, mission 
based levels, superior artiti- 
clnl intelligence, and wicked 
multiplayer capabilities. 
Experience smoother 16 bit 
graphics and real-time light- 
ing effects. 

Activision (Shooter) 
Release: 6/99 


‘RACER’ Experience the 
I pumping excitement ol Ihe 
' sequence from Star Wars: Episode 
Take the controls as Jedi-to-be Anakin 
I Skywalker. or any one ol over 20 
I Podracers. 


C5W7a9PI 





www.chipsbits.com 
or caii 1-800-6994263 


Source Code 11154 


COMPUTER GAMES: STRATEGY 


Tinr Reiuu 

Vge Errpiios Finl Conqsi 07/98 
4gB ol Empires 10/97 

4geol Empires 2 09/99 

4goot Empires Sold Ed 03/99 
Age alEmpisGnosI Ages 10/98 
Age o1 Emprs Rise Rme 11/98 
Age ot Workers 06/99 
Aitlioe Tycoon 04/99 

Alpha Centaurl 02/99 

AncntCnosirGidnFice 05/99 
Armored Moon 02/98 

ArmyMerr 05/98 

ArmyMerr 2 03m 

A>iS & Allies 09/98 

Baltlecrser3000AOi/2 12/98 
6aItlecri]iser2020AD D6m 

C&C2;Ti|)en]nSiin 06.99 
11/98 


Dark Reign 2 
Dark Reign MR 1 
Dark Reign MP 2 
Deadlock 2 
Domifiani Species 
Dominion Storm 
Dune 2000 


CSC Gold B' 
C&C Red All 


CSCWi 


$34 99 
$26.99 
$26.99 
$29.99 
$39.99 
$17.99 
$44.99 
$34 99 
$49 99 
$19.99 
$26.99 
$25.99 


0aesai3 10/98 $ 

CaesarOExpPck 10/99 ! 
Civ2FaiilasyWoilds 11/97 $ 
Civ 2 Multiplayer Gold Ed 12/98 $ 
:iv2T(slolTime 06/99 S 
Civrlfln Call lo Powr 04/99 S 
Call Duty 04/99 S 
W95 02/99 


ConoueslNewWoild2 11/99 
Conouesi.FrftirWars 06/99 
Creatures 2 09/98 
Creatures 2 Deluxe 03/99 
Drealures3 10/99 
Crealutes Lrle Krll 01/93 
CutltiroalS 09/99 


$19.99 

$29.99 

$46.99 

$43.99 

$43.99 

$3S.99 

$28.99 

$37.99 

$14.99 


Earth 2150 
Emergency 
Emergency Room 2 
Empire of the Anls 

Entrepreneur CorpExp 
Evotution 
Ekiteme Tactics 
Final Countdown 
Fleet Command 
Force 21 

Force Commander 
Freelancer 
Galilean Conflict 
Gangsters 

Heroes M&M 2 Cold 
Heroes ol M & M 3 
Holl/WQod Mogul v2.5 
Homeworld 
Impenalism 2 
Impenum Galaclica 2 

IncuhallomWilderness 
Industry Giant 
Jakkal: Reshr-Bones 
KKND2 
KKND Eitreme 
Knighls & Uerchanls 



10/98 $39.99 SimMars 


ROLE PLAYING | H PC: ADULT GAMES "] 


COMPUTER GAMES: WAR 


9 $19.99 
9 $39.99 
9 $44.99 


nd9:Ctiickmoua 01/99 $ 


AmerOvilWar 10/99 $55.99 

;ommand 2 09/99 $29.99 

ArSSlan 06m $45.99 

OperalionVrcl OSm $18.99 

gineRerch 12/00 $44.99 

II Pk 1-5 ea 09/98 $22.99 

It 2 04/99 $44 99 

Steel 0S.m $49 99 

ly.BlltScly 09m $29.99 


Last Battles 45 09m 

WanoiV/af2 05m 

13201400 1813 07m 

north Vs. South 02/99 


OperArt V/arExp Pk t 
Opel Art War Exp Pk 2 
Oprtn An War 2 Mon Wi 
Pacific Battles 
Panzer Gen 3: Assault 
Panzer General 2 w/Gde 
People's General 
Poin!olAllack2 
RedThndnVcIryin East I 
Road Id Moscow 
Shogun: Toial War 
Smolensk 10 Moscow 
Steel Panthers 4 
Tides of War 
V/ar Along the Mohawk 
War in Europe 
V/arin the East. 1-5 ea 
Warhammer 40K: Univrs 
V/est Front 
West Front BUI Pck 1 
WfhmmrdOK; Rites War 


9 S19.99 
9 $22.99 
9 $44.99 
9 S39.99 


$29.99 
$29.99 
$35 99 
$44.99 
$46 99 
$34 99 
$46 99 
$24 99 
$19 99 
$39.99 
$24.99 
$37 99 
$34.99 
$26.99 
$42.99 


AOSO Players Handbook 02/95 $28.99 

AD&0TSRJam 99 04/99 $1099 

Altcriiity Gamemaster 6ui0e05/9e $24.99 
At5 Magica 08/95 $25.99 

Cyberpunk 2020 05/95 $17.99 

10/97 S27.99 
09/96 S2I.99 
CI&99 $25.99 
06/95 $17,99 
02/95 $22.99 
06/95 $26.99 
10/95 $19.99 
07/95 $13.99 
05/95 $19.99 
OCm $21.99 
04/95 $11.99 
10.98 $28.99 
01/97 $27.99 
1098 $27.99 
02/95 $24.99 


Earthdawn 
GURPS Rulebook 
Heavy Gear 
MERP 2 Sohcovet 
Mecnwarrior 
Pendragon 4lh Ed. 

Rihs 

Ro Poteen 

ShadPV/iun Grrl Edition 
StaiWais Revised 
Vampire 3r0 Edition 
Weiewoll 


Ace In ihe Hole 
AladOmi City ol Sin 
Arabian Nigtils 
Busty Babes 4 
Cabin Fever 
Calchin' Kylie 
Days ol Oblivion 
Diva X Taylor 
Girlfriend Donna 

Net Eiotitiue 
Poker Party 
Pyramid Maze 
Sex With Fairah 
Space Sirens 2 
Sliip Poker Pro 2 
Tokyo Nymphs 
Ulna Vixen 2 
Vampire's Kiss 
Virtual ValBiie 2 
X-Ploration Female Ba 


10/97 $29,99 
04/98 $29.99 
03/98 $39.99 
11/95 $36.99 
07/97 $39 9 9 
09/96 $30.99 
11/98 $49 99 
08/98 $29.99 
12/96 $39.99 
07/98 $29 99 
02/96 $19 99 
06/95 $39.99 
08i98 $39.99 
07/98 $42 99 
09/95 $34 99 
12/95 $3999 
04/96 $12 99 
12/98 $39.99 
1094 $29 99 
0895 $29 99 
! 1093 $39 99 


COMPUTER GAMES: ROLEPLAYING 


BOARD GAMES 


ADiDCie Rules 2.0 Exp 0699 
Ananctiionox 09/99 

Ancient Evil 02/99 

Baldrs Gate Exp Pk 2 12/99 

Ba'drsGte TaleSwidCsl 04/99 
BatdurGaiew/EPI 08/99 
Baldur's Gale 1298 


Clans 0699 

}aik Slone 05m 

DeusEx 1199 

OiatME iQ.m 

Diablo 2 Expnsn Pck 1299 
Diablo Vengeance Pack 1299 
Disciples: Sacied Lands 0599 
EveiQuesl 03m 


$29.99 


is: Snctuaiy of 


0599 


04/99 


$45.99 icgacyotxain? 

$23.99 Legend of BladeUaster 

$1999 MightSMagio7 

$48.99 Mordor2 

$39.99 Neophyte Episode ill 

$45 99 Nox 0699 

$44,99 Odium 0999 

$43.99 PlanescapeToimeni 0699 

$46 99 Rage Mages 2 Necromcr 0899 

$48.99 Revenanl 08m 

$48 99 SeplerraCore 1099 

$29 99 Silver 0599 

$29 99 Swords S Sorcery t)9.m 

$44 99 Ultima 9 Ascension 0799 

$4899 Ultima Online: 2nd Age 1198 

$29.99 Vampire: The Masquerde 1199 

$48.99 Weiewolt. Apocalypse 1299 

$48.99 Wizardry 8 0699 


$44.99 

$29.99 

$44.99 

$48.99 

$36.99 

$39.99 


12/94 $42.99 Harpoon Box Si 

08/98 S34.99 Lionheeit 

1194 $45.99 Risk 

03m $25.99 Robo Rally 

12/94 $21.99 ScrabbleOIx 


Euiopa 1945-2030 


11/96 $45.99 
10, 97 $35.99 
03/96 $34,99 
01/96 $36,99 
08/97 $49 99 
11/96 $3299 
11/96 $99.99 


FREE GAME OFFER! 


Spend the specified amount on any In-siGck sollwaie and choose one Irei 
ISM game from the cotiesponding ilsl, Request must be made al time of 
Older. Oiler good on in-stack software only, while supplies Iasi. LImll 2 per 
customer. Valid Ihiaugh July 5 ,1999. 

I $60 Realms Aikania Trilogy CD, Solitaire's Journey 3.5.Total 
em CD.VItus CD 

I SIOO Ravenloll 1&2 CD, Red Baton/AIO CD, Star Trek Genorallons 
CO, Wizardry Gold CO 

Spend $200 Falcon Gold CD, Jagged Alliance Deadly Games CO. M.A.X. CD, 
Under a Killing Moon CD 


Visa, MC & Discover accepted. Checks held 4 weeks. Morey Orders under S200 same as cash. COD S8. Price, releose, availablliiy, slilpping limes 

& oiler not guaranteed & are subject to change at any time. Hardv/are may require added S&H. Within 10 days defectives repaired or replaced at 
aur discretion. Alter 10 days the manufacturer's warrantee applies. All sales final, S&H calculated on a per order, per shipment, and per item basis. 
The ’per order' charge is charged once per order placed, the 'per item' charge 


Go to #068 @ www.compulergaming.com/infolink 



■CUTTHROATS; TERROR 
THE HIGH SEAS' 
a pirate ship, 
a crew ol scurvv 
a handful of can- 
and the whole of the 
plunder. You'll 
altempt to make your for- 
tune by engaging in terror. 

robbery and 
Fight realistic 
battles wilh 6 types ol cus- 
lomlzable ships. Raid 
coastal towns: explore Ihe 
Caribbean: bribe, threaten. 
& extort: trade, buy sup- 
lence stolen goods; 
your Heel & expand 
your army. 

Eidos (Strategy) 
Release: 9/99 
PC CD 



-TOTAL ANNIHILATION: KING- 
DOMS' This fantasy real-time 
strategy game engages you in the 
struggle ol good against evil and 
magic against technology. New 
story line, 3-D articulated units, 
missions, multiplayer maps & 
worlds. Four selectable sides to 
choose from, each wilh its own 
unique magical & technological 
abilities. 

GT Interactive 
(Strategy) 


-STAR TREK GENERATIONS: 
BIRTH OF THE FEDERATION' 
Manage resources, solar systems, 
and trade routes. Construct, 
mamlain and relit a Starship fleet 
" and engage in lurn-base 3-D 
space combat! Features multiple 
skill levels, galaxy sizes and other 
options for long-term repiayabili- 
ty. Multiplayer support for up to 
five players via LAN, direct con- ' 
necl, modern and internet, 

IVlieroprose (Strategy) 



Virgin (Strategy) 
Release: 6/99 
PC CD 



'PLAHESCAPE; TORMENT' The 
producers of Baldur's Gate (using 
Ihe same game engine) introduce 
Ihe 1st computer RPG set in me 
AO&D Planescape campaign 
world. An epic story of an immor- 
lal character who suffers from 
amnesia and must search lor his 
own past, identity and destiny. 
Curiosity, fear, greed, survival, 
self-defense and revenge drive the 
character toward an unlorgeDable 
end. Interplay (Roleplaying) 
Release; 7/99 
PC CD 


■MIGHT S MAGIC VII: FOR 
BLOOD AND HONOR' The game 
continues where the Iasi one left 
oil, taking players 1 o another con- 
tinent in Ihe world ol Enroth. The 
world is populated by intelligent 
non-player characters and beasts. 
Move during turn-based combat, 
concentrated indoor designs with 
battles staged in specific rooms 
(no more goblins in the closet), & 
customizable keyboard controls. 

3DO (Roleplaying) 
^ Release: 6/99 
PC CD 





ADVERTISER INDEX Order Free Product Information @ www.computergaming.com/infolink 


INFO# 

COMPANY 

PRODUCT 

PAGE 

• 

3D0 Co. 

Gulf War 

144 

• 

3D0 Co. 

High Heat Baseball 

14-15 

76 

Access Software 

Links Extreme 

142-143 

210 

Game Dealer 

Game Dealer 

117 

■ 

Activision 

Battlezone II 

12-13 

• 

Activision 

Multi-Product Ad 

C2-C4, 1 

220 

Alexander Harris Distrib. Inc. 

Alexander Harris Distrib. Inc. 

187 

105 

Alienware 

Alienware Systems 

183 

• 

America On-Line 

CD ROM onsert 

onsert 

• 

ATI Technologies, Inc. 

Rage Fury Board 

115 

161 

Aureal Semiconductor 

A3D 

107 

280 

Blue Byte Software 

Settlers III Mission Pack 

150-151 

109 

Bungie Software 

Oni 

112-113 

160 

CD-ROM Access 

CD-ROM Access 

187 

68 

Chips & Bits 

www.cdmag.com/chips.html 

184-185 

75 

Cockpit Collection 

Keyboard Covers 

137 

* 

Dell Computer Corp. 

Dell Computer Corp. 

C5-C8 

• 

Diamond Multimedia Sys, Inc. Viper 

110 

169 

DICE 

DICE 

187 

100 

Digital Addiction 

Sanctum: Oppositions 

72 

150 

Eidos Interactive 

Braveheart 

54-55 

153 

Eidos Interactive 

Formula One 

18-19 

151 

Eidos Interactive 

Revenant 

49-51 

272 

Eidos Interactive 

Soulreaver: Legacy of Kain 

52-53 

290 

Eidos Interactive 

Tomb Raider II Gold 

56-57 

* 

Electronic Arts 

Flight Unlimited 3 

82,83 

133 

Eutronics 

Eutronics 

187 

257 

Falcon - Northwest 

Falcon Northwest 

96 

123 

Gathering of Developers 

Dark Stone 

67, 69 

123 

Gathering of Developers 

Dark Stone 

71,73 

122 

Gathering of Developers 

Grand Theft Auto 

84 

124 

Gathering of Developers 

RailRoad Tycoon II 

163 

* 

GT Interactive 

Unreal Tournament 

156-157 

• 

Hasbro Interactive 

Worms: Armageddon 

147 

• 

Hasbro Interactive 

Civilization 11: The Test of Time 

64-65 

• 

Hasbro Interactive 

MechWarrior 3 

8-9 

• 

Hasbro Interactive 

Star Trek: Birth of a Federation 

155 

• 

Hot-B 

Beat Down 

68 

* 

Gamespot 

Gamespot 

180 

• 

Infogrames 

Outcast 

70 

• 

Interact Accessories, Inc. 

Advent Speakers 

176-177 



1 INFO# 

COMPANY 

PRODUa 

PAGE 

176 

Interactive Magic 

Mortyr 

126 

175 

Interactive Magic 

Seven Kingdoms 

164 

173 

Interactive Magic 

Shadow Company 

160-161 

82 

Interplay 

Apache Havoc 

136 

163 

Interplay 

8aldur's Gate:Tale5 of the Sword Coast 30 

67 

Interplay 

Descent 3 

32,35 

135 

Interplay 

Giants 

6-7 

299 

Interplay 

Kingpin 

124-125 

166 

Interplay 

Messiah 

24-25 

165 

Interplay 

Star Trek: Star Fleet Command 

2-3 

261 

Interplay 

Torment 

74-75 

* 

LucasArts Entertainment 

Racer 

99-102 

* 

LucasArts Entertainment 

The Phantom Menace 

37-40 

97 

LucasArts Entertainment 

X-Wing Alliance 

46 


Micron Electronics 

Micron Electronics 

104-105 

* 

Microsoft 

Age of Empires II 

42-43 

* 

Microsoft 

Midtown Madness 

27 

112 

Mindscape 

Rites of War 

153 

139 

Monolith Productions 

Odium 

179 

144 

Monolith Productions 

Septerra Core 

94-95 

188 

Motorsims 

Superbike 

28-29 

127 

NovaLogic, Inc. 

F-22 Lightening 3 

93 

* 

Psygnosis 

Drakan 

4-5 

130 

Red Storm Entertainment 

Force 21 

138 

121 

Red Storm Entertainment 

Rogue Spear 

86 

* 

Saitek Industries Ltd. 

Cyborg 3D Stick 

139 

60 

SegaSoft Networks, Inc. 

Heat 

63 

269 

Sierra On-Line 

Gabriel Knight III 

22-23 

53 

Sierra On-Line 

Homeworld 

120-122 

180 

Sierra On-Line 

Trophy Bass 3D 

88 

* 

SouthPeak Interactive 

Dark Side of the Moon - Deluxe 

■ 132 

157 

Stargate Software 

Stargate Software 

187 

* 

Strategy First 

Clans 

167 

* 

Strategy First 

ManO'War2 

158 

* 

Symantec 

Norton System Works 

171-174 

242 

Talonsoft 

Hidden and Dangerous 

20 

289 

THQ 

Sinistar 

128-129 

111 

ThrustMaster, Inc. 

Talk n Play 

109 

* 

Westwood Studios 

C&C Tiberian Sun 

16, 17 

291 

Yamaha Corp. of America 

Yamaha Speakers 

118 


COMPUTER GAMING WORLD « JULY 1999 


/.compulergnmingc 



Core GameTs Club 



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Go To #1 57 @ www.computergaming.com/infolink 

COMPUTER GAMING WORLD » JULY 1999 






ach month. 2,000 CGH/ subscribers are selected at random to rate 100 computer games. The results of that poll are combined 
with the results of previous months to yield a cumulative average for the best plays in gaming. If you receive a ballot, please 
return it with your ratings so that other gamers and game publishers can benefit from your feedback. 


B TOP ACTION GAMES 

ll 

1 Half-Life Sierra 

9.24 

5 

1 2 

2 

Jedi Kniqht: Dark Forces II LucasArts 

8.44 

4.5 

1 3 

3 

Quake II Activision 

8.42 

4.5 

1 ^ 

5 

Thief: The Dark Project Eidos 

8.40 

4.5 

1 5 

7 

Quake Pack 1:Armaqon Id Software/Ritual 

8.39 

4.5 

1 6 

4 

Quake Pack 2: Dissolution id Software/RoQue 

6.38 

5 

1 7 

8 

Jedi Knight: Mysteries of the Sith LucasArts 

6.23 

4 

1 8 

10 

Rainbow Six: Eaglewatch Red storm 

8.15 

4,5 

1 9 

_ 

Shoqo: Mobile Armor Division Monolith 

S.I4 

3.5 

1 to 

9 

Unreal GT interactive 

8.10 

4 



TOP ADVENTURE GAMES 


1 Grim Fandango LucasArts 

2 Curse of Monkey island LucasArts 

3 3 Sanitarium ASC Games 

4 4 Zork: Grand Inquisitor Activision 

5 5 Twinsen's Odyssey division 

6 6 Blade Runner Virgin/Westwood 

7 8 Last Express Red Orb 

8 — King's Quest M^k of Eternity Sierra 

9 9 Tex Murphy: Overseer Access 

10 — Quest for Glory V Sierra 



TOP CLASSICyPUZZLE GAMES 

t 2 You Don't Know Jack 3 Berkeley Systems 7.93 4 

' 2 4 Smart Games Challenge 2 Smart Games Tnc. 7.90 5 

3 3 You Don't Know Jack Movies Berkeley Systems 7.88 4.5 

4 7 Smart Games Challenge 3 Smart ^mes/Hasbro 7.84 4 

5 5 Worms 2 MicroProse 7.75 4 

6 6 You Don't Know Jack TV Berkeley Systems "7.66 2.5_ 

7 8 Shanghai Dynasty Activision 7.26 3 

^62’ 45 


8 9 Lose Your Marbles SegaSoft 


9 10 Creatures II Min^c^_ 

10 — Jeopardy Hasbro 


6.56 2.5 

6-17 3.5 


TOP SPORTS/RACINC GAMES 


■ t 

— 

FIFA 99 EA Sports 

9,21 

4.5 

r ^ 

1 

NHL Hockey 99 EA Sports 

9.12 

5 

3 

2 

Links LS 1999 Access Software 

8,99 

4.5 

4 

3 

NHL 98 EA Sports 

8.53 

4 

5 

4 

World Cup 98 EA Sports 

8,50 

4.5 

6 

6 

FIFA Road to World Cup 98 EA Sports 

8,35 

4.5 

7 

5 

Need for Speed III EA 

8.34 

5 

8 

7 

NBA Live 98 EA Sports 

8.18 

4.5 

9 

9 

Motocross Madness Microsoft 

8.05 

4.5 

10 

8 

NFL Blitz Midway 

8.03 

3.5 


1 TOP ROLE-PLAYING GAMES 






i 1 

1 

Baldur's Gate Interplay 

8.72 

4 

Ip 2 

2 

Miqht and MaqlcVI SDO/New World 

8.71 

4,5 

3 

4 

Fallout Interplay 

8.27 

4.5 

4 

3 

Fallout 2 Interplay 

8,21 

4 

5 

5 

Final Fantasy VII Eldos/Sguaresoft 

7.98 

4 

6 

6 

Hellfire Sierra 

7.81 

4 

7 

7 

Return to Krondor Sierra Studios 

7.00 

2.5 

8 

8 

Dark Earth MicroProse 

6.65 

3.5 

9 

9 

Shadows Over Riva Sir-Tech 

6,60 

N/R 

1 

— 

Lands of Lore II Westwood 

6.16 

N/R 



TOP SIMULATION/SPACE COMBAT 


1 1 1 Wing Commander: Prophecy Gold Origin 

8.51 4 

B 2 

3 

Longbow 2 EA/Jane's 

8.41 

5 

3 

2 

Falcon 4.0 MicroProse/Hasbro 

8.26 

3.5 

4 

5 

Wing Commander: Prophecy Origin 

8.24 

4.5 

5 

4 

European Air War MicroProse 

8.20 

4 

6 

6 

F-15 EA/Origin 

8.14 

4.5 

7 

7 

WWI1 Fighters EA/Jane’s 

7.97 

4.5 

8 

— 

Starsieqe Tribes Sierra 

7.94 

4.5 

9 

— 

Freespace: Silent Threat interplay 

7.91 

3 

10 

8 

Independence War Infograrnes/Ocean 

7.77 

5 


1 TOP STRATEGY GAMES 

ri 

1 

StarCraft: Brood War Blizzard 

9.29 5 

i 2 

2 

Heroes II: Price of Loyalty 3DO/New World 

8.89 

5 

3 

3 

StarCraft Blizzard 

8.76 

5 

4 

4 

Total Annihilation: Core Contingency Cavedog 

8.73 

4.5 

5 

5 

Total Annihilation: Battle Tactics Cavedog 

8.46 

3.5 

6 

— 

SimCity 3000 Maxis/EA 

8.20 

4 

7 

6 

Total Annihilation GT Inioractivo 

8.19 

4,5 

8 

9 

Red Alert: Counterstrike virginAVestwood 

8.09 

4 

9 

8 

Age of Empires: Rise of Rome Microsoft 

8.04 

4 

10 

7 

Railroad Tycoon II Gathering of Developers 

8.03 

4.5 


1 TOP WARGAMES 

r ■' 

2 

Steel Panthers II Campaign Disk SSI 

8.25 4.5 

^ 2 

1 

West Front TalonSoft 

8.22 4 

r ^ 

3 

Panzer General II SSi 

8.17 5 

4 

4 

The Operational Art of War TalonSoft 

8.13 4.5 

5 

5 

Sid Meier's Gettysburg EA/Firaxis 

7.95 4.5 

6 

7 

Battleground: Napoleon in Russia TalonSoft 

7.79 4,5 

7 

6 

Battleground: Bull Run TalonSoft 

7.78 4 

8 

8 

People's General SSi 

7.60 3 

9 

9 

Great Battles of Julius Caesar interactive Magic 

7,39 4 

10 

— 

Close Combat: A Bridge Too Far Aiomic/Microsoft 

7.19 4.5 


k COMPUTER GAMING WORLD ♦JULY 1999 


Games on unnumbered lines are tied with game on line above. ★ = Top game of genre. Red = New Game, AD = Adventure, RP = Roie-Playing, SI = Simulation/Space 
Combat, ST = Strategy, WG = Wargame, AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible for the Hall of Fame. 


1 

3 

StarCraft: Brood War Blizzard 

ST 

9.29 

5 

51 

51 

WWII Fighters EA/Jane's 

SI 

7.97 

4.5 1 

2 

2 

Half-Life Sierra 

AC 

9.24 

5 

52 

50 

Quake II Pack; The Reckoning id Software/Aaivision 

AC 

7,96 

3-5 

3 

— 

FIFA 99 EA Sports 

SP 

9.21 

4.5 

53 

54 

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WG 

7,95 

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1 

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SP 

9.12 

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- 

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SI 

7-94 

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Links LS 1999 Access Software 

SP 

8.99 


55 

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7.93 

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6 

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ST 

8.89 

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56 

- 

Freespace; Silent Threat interplay 

SI 

7.91 

3 

7 

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ST 

8.76 

5 

57 

59 

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CP 

7.90 

5 

8 

6 

Grim Fandango lucasArts 

AD 

8.74 

4.5 

58 

55 

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ST 

7.89 

4.5 

9 

11 

Total Annihilation: Core Contingency Cavedog 

ST 

8.73 

4-5 

59 

58 

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CP 

7.88 

4.5 

10 

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Baldur's Gate Interplay 

RP 

8.72 

4 

60 

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ST 

7.84 

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11 

10 

Might and Magic Vi 300/New World 

RP 

8.71 

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- 

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CP 

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NHL 98 EA Sports 

SP 

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Hellfire Sierra 

RP 

7.81 

“I 

13 

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Wing Commander: Prophecy Gold Origin 

SI 

8.51 

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63 

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7.80 

4,5 

14 

13 

World Cup 98 EA Sports 

SP 

8.50 

4.5 

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63 Battleground: Napoleon in Russia TalonSoft 

WG 

7,79 

4.5 

15 

17 

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8.46 

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AC 

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7.71 

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8.27 

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7,64 


25 

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AC 

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SI 

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4 

— 

40 

F-15 EA/Origin 

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8.14 

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89 

88 

Dungeon Keeper Expansion EA/8ullfrog 

ST 

7.49 

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40 

42 

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Baseball Mogul infinite Monkey 

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ST 

8.09 

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- 

86 

MechCommander MicroProse 

ST 

7.45 

4 

43 

45 

Motocross Madness Microsoft 

SP 

8.05 

4.5 

93 

91 

Myth Bungie 

ST 

7.44 

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Age of Empires: Rise of Rome Microsoft 

ST 

8.04 

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94 

96 

FI Racing Simulation UbiSoft 

SP 

7.41 

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Railroad Tycoon II Gathering of Developers 

ST 

8,03 

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95 

95 

NFL Gameday 99 989 Studios/Sony 

SP 

7.40 

3 

— 

38 

NFL Blitz Midway 

SP 

8.03 

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- 

93 

Virtual Pool 2 Interplay 

SP 

7.40 

4,5 

47 

19 

Rogue Squadron LucasArts 

AC 

8.02 

3.5 

97 

90 

Great Battles of Julius Caesar Interactive Magic 

WG 

7.39 

4 

48 

47 

Quake II Pack 2: Ground Zero Activision 

AC 

8.00 

3.5 

98 

94 

Interstate 76 Activision 

AC 

7.38 

4.5 

49 

52 

Jack Nicklaus 5 Accolade 

SP 

7,99 

5 

99 

97 

Last Express Red Orb 

AD 

7.37 

4.5 

50 

48 

Final Fantasy VII Eldos/Squaresofi 

RP 

7.98 

4 

100 99 

Dungeon Keeper EA/Bullfrog 

ST 

7.29 

4.5 


u.computergaming.c 


COMPUTER GAMING WORLD » JULY 1999 


A Brief History Of PC Gaming 

A Handy Clip-and-Save Guide, Compiled With Love 


omputer gaming has a long and sto- 
ried history. Unfortunately, over the 
years, it has been obfuscated by a 
steady stream of misleading blather 
and erroneous hoo-hah, Of course, at 
times, it was the hoo-hah that was 
misleading and the blather that was erro- 
neous. but we should not let such technicali- 
ties lead us astray. Once we're led astray, the 
way becomes unclear, and the threads of 
coherent argument vanish before us, like the 
proverbial dust in the wind of which the rock 
band Kansas once spoke so eloquently. 

['ll start again. 

This month, as a public service, 

Greenspeak presents to you, free of charge, 
this exclusive Pocket History of Computer 
Gaming, which you may feel free to clip and 
save in your wallet, or staple to the back of 
your brother’s head, for easy reference. Many 
sources contributed to this work, though I 
must single out one in particular, the revela- 
tory Dutch pictorial How Yaks Mafe. Though 
it did not contribute directly to this piece, it 
was my constant companion during these 
exhaustive weeks of research — especially 
page 37. 

Without further ado, or anything even 
slightly resembling ado, let us begin. 

70,000 B.C. First recorded incident of human 
violence. Og, a Neanderthal, bashes Ug, 
another Neanderthal, over the head with a 
large bone, in a heated dispute over a mud 
puddle. A committee is formed, the Group of 
Outraged Neanderthals (GOON), who immedi- 
ately blame the act on a popular game of the 
time, Beat THE Stupid Neanderthal Gaming 
takes its first serious public relations hit. 

500 B.C. Roman entertainer Jonas Romerius 
publishes a scroll detailing his plans to create 
a public spectacular known as "Daikatana." 
He's later found wandering the streets shout- 
ing "Thou shalt be mine, bitch!" to bewil- 
dered Roman crowds, who promptly stone 
him to death. 

215 B.C. China builds the Great Wall in an 
attempt to be the first civilization to build a 
Wonder and "win the game." Leaders are 
publicly flogged after it is pointed out to 
them that AGE OF EMPIRES won't be released 
for another 2,000 years. 

410 A.D. Visigoths sack Rome. Disgraced 
Roman leader Terrius Colemanus, in an 
attempt to explain why he sat idly by while 
the city was destroyed, claims that he was 


under the mistaken impression that the war 
was "turn-based." Bewildered Roman crowds 
promptly stone him to death. 

1337 The Hundred Years' War begins, following 
an ugly deathmatch in which the King of 
England calls the King of France a "camping 
wussy." 

1455 First Daikatana levels completed, then 
scrapped, following invention of the printing 
press, which renders the game obsolete. 

1483 Spanish Inquisition begins. WizardWorks’ 
budget-priced Heretic Hunter tops the best- 
seller charts for the next 1 00 years. 

1492 Columbus discovers America, in a now- 
famous letter to the Queen of Spain he bitter- 
ly complains, "1 would have discovered it a 
lot sooner. Your 
Majesty, if it was- 
n't for that freak- 
ing fog-of-war." 
1684 Isaac 
Newton invents 
mouse look. 
"While my earlier 
success with this 
whole apple- 
falling-on-my- 
head gravity 


business no doubt assures my place in the 
history books," he wrote in his journal, "I 
must say I am even more proud of the mouse 
look, which is finally going to allow me to 
kick some serious multiplayer ass." 

1792 Women's rights movement begins with 
the publication of Mary Wollenstonecraft's A 
Vindication of the Rights of Women. "Take 
heart, girls," she wrote. "In a mere 200 years, 
we will be the protagonists, the heroes, of 
the games men play. Our breasts will be huge 
in these games, and our butts, they will be 
fabulous. Desperate magazines will feature us 
half-naked on their covers, in a shameless 
attempt to boost sales. Even better, girls, we 
will still make them beg for sex." 

1812. The War of 1812. First appearance of 
hexes on a battlefield. 

1859 Charles Darwin publishes the Origin of 
Species, which expounds his theories on nat- 
ural selection and the "survival of the 
fittest." Theory discredited 140 years later 


after an international gathering of scientists 
in Geneva is unable to explain the continued 
success of Billy Crystal. 

1860 Daikatana team says a beta is "immi- 
nent," but outbreak of Civil War puts the 
game "on temporary hold." 

1903 Wright Brothers fly first controlled air- 
plane at Kitty Hawk, North Carolina. The fol- 
lowing day, posts begin appearing on the 
flight sim newsgroups ridiculing the plane's 
"unrealistic flight model." 

1920 First professional football league found- 
ed. Sierra, in a disastrous public relations 
move, prematurely releases first football 
game, neglecting to include stadiums, players, 
or a football. 

1931 William Shatner born. Decline of Western 
civilization officially begins. 

1956 Elvis Presley sweeps the world with his 
swiveling, gyrating hips. Young male scien- 
tists, suddenly feeling awkward and confused 
inside, step up their efforts to invent the per- 
sonal computer. 

1973 Embattled U.S. President Richard Nixon 
delivers famous "I am not a crook" speech. 
On the same day, Daikatana team assures 
public that the game is right on time, and 
should ship "within the month." 


1981 First issue of Computer Gaming World 
published. Beginning with second issue, com- 
plaints appear on newsgroups lamenting 
CGW's decline. 

1984 Apple Macintosh released, unleashing an 
exciting new era in gaming, in which year-old 
titles are made available to dozens of gamers 
everywhere. 

1994 Myst released. Everyone and their grand- 
ma buys it. Half the people who buy it don't 
even have computers. No one knows how to 
play it. "What is this thing," asks mygrand- 
ma, "a little frisbee?" 

1 999 Daikatana demo is released. The world's 
gone mad. Nothing makes sense anymore. 
Must be this Y2K thing. Time to head for 
the bunker. 

What Jeff doesn't realize is that the circle strafe 
evolved from a strange naked mating ritual 
of the ancient Druids. Send your survival tips, 
and other email, to Jeff at jhgreen@zd.com. 




Our breasts will be huge in these games, 
and our butts, they will be fabulous. 


Compute' Gaming IVoi-WIISSN 07*14-6667) is pjblislied moi'lhiy b/ ZD Inc. One Pjrk Avenue, New York, NY 10016, Subscnplion rate is $27,97 (or a one-year sjbjciiption (12 issues) Canada and all older 
counines add $16 00 Tor surface mail. Postmaster; Send address changes to Computer Gaming World. P.O. Box 57167, Boulder, CO 80328-7167, Canadian GST registration number is 89371 0442 RT Canada 
Post InternHlional Pub's Mail Product (Canaria Distribution) Sales Agreement No 1058649, Penodicals postage paid at New York, NY 10016 and additional mailing olfices. Printed in the U.S.A, 


Rjik COMPUTER GAMING WORLD ‘JULY 1999 


wcomputerg.iming.c 



DELL* INSPIRQN'” 7000 A366LT 

PENTIUM* II PROCESSOR AT 366MHz 


I Desktop Features, Notebook 
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• Inspiron Setup Video/Deluxe Nylon Case 

• 3- Year Limited Warranty^ 

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15'inch display, the Dell lnspiron'“ 7000 A366LT notebook lets you put the 
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800 - 953-4018 



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Are you Y2K OK? www.dell.coni/y2k 

Phone Hours: M-F 7a-11p • Sat-Sun 8a-8p CT 

In Canada; call 800-839-0148 • In Mexico,' call 001-800-210-7607 

^8-Mo. Purchase Plan offered through Dell Financial Services LP., 14050 Summit Dr, Austin, TX 78728, to 
qualified consumers. Only available in the 50 U.S. states and District of Columbia, except AR & MN. 
Availability may be limited or offer may vary In some states. Advertised payments ore based on sales prices 
depicted (or 48-mo. term at 18.99% APR, with approved credit. Excludes taxes & shipping charges which 
vary (For example, based on sales price of S3499 for a notebook system, the total of sales taxes Si shipping 
charges via 3- to 5-day ground to Hartford City, IN would be S269.95 [includes sales taxes of SI 74.95 and 
shipping charges of S95.00].). Taxes & shipping charges due with 1st payment unless included in the amount 
financed, in which case your monthly payment will be higher. 


BE DIRECT" 


www.dell.com 



DELL^DIMENSION^ DESKTOPS 


NOW THAT YOU'VE 
GRADUATED, YOU 
SHOULD BE SMART 
ENOUGH TO BUY 
A DELL. 

No matter what path you take, Dell wants 
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Add in Dell’s smart payment plans that help 
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no wonder smart people are making smart 
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Common features: Mini-Tower Model ♦ 512K6 Integrated L2 Cache (128KB on Intel ' Cele 
Access'* ♦ MS' Works Suite 99 with Money 99 Basic ♦ 3.5’ Floppy Disk Drive ♦ Universal 
Upgrades: HP'’ OfficeJet 710, add S499 ♦ APC Back-UPS Office, add $99 ♦ HP DeskJet 

DELL DIMENSION V400C 

DELL DIMENSION XPST450 

Ni 

INTEL CELERON PROCESSOR AT 400MHz 

PENTIUM III PROCESSOR AT 450MHz 

PE 

• 32MB SDRAM 

• g6MB lOOMHz SDRAM 

• 1 

• 4,3GB* Ultra ATA Hard Drive 

• WfW9.lGB* Ultra ATA Hard Drive 

• f 

• 15' (IS.S' viewable) BOOFMonitor 

• 17" (16.0' viewable, .26dp) M780 Monitor 

• 1 

• ATI SMB 3D AGP Graphics Card 

• ATI SMB 3D AGP Graphics Card 

• 1 

G 

• 32X Max® Variable CD-ROM Drive 

• 40X Max® Variable CD-ROM Drive 

• Yamaha XG 64V Wavetable Sound 

• Yamaha XG 64V Wavetable Sound 

• f 

• harman/kardon HK-195 Speakers 

• harman/kardon HK-195 Speakers 

•T 

• Dell QuietKey^ Keyboard/Logitech 

• Dell QuietKey Keyboard/ 


First Mouse + Wheel 

MS IntelNMouse’ 

• h 

$999 

$1559 

• 1 

• ^ 

• ^ 

$30/Mo., 48-Month Purchase Pian“ 

$47/Mo., 48-Month Purchase Plan^ 

• P 

^ E-VALUE CODE: 88806-508589 

Si E-VALUE CODE: 88306-500515 

*L 

DEU-RECOMMENDED UPGRADE 

DELL-RECOMMENDED UPGRADE 


64MB SDRAM, NEW ACS-340 Speakers 
with Subwoofer, WOMB Iomega Zip 
BUILT-IN Drive 

ADD ®179 

16MB Diamond Viper 3D AGP Graphics 
Card. ACS-34Q Speakers w/Subwoofer, 
WOMB Iomega Zip BUILT-IN Drive 

ADD «139 

$ 

$6[ 

^ E-VALUE CODE: 83306-500511 b 

jgj E-VALUE CODE: 03806-5005160 

J 


DELL INSPlROr NOTEBOOKS 


Common features: 3D Surround Sound with Wavetable ♦ Lithium Ion Battery ♦ MS Winr 
Upgrades: Canon BJC-50 Portable Printer, add S349 ♦ Targus Oefcon Notebook Alarm, adi 


NEW DELL INSPIRON 3500 C333)Cr NEW DELL INSPIRON 7000 A300LT D 
INTELCELERON PROCESSOR AT 333MHz PENTIUM II PROCESSOR AT SOOPEMHz PI 


Light Weight, Light Price Desktop Features, Notebook Convenience | Di 

• 13.3''XGAActiveMatrix0ispiay • 15‘ XGA Active Matrix Display j« 


• 32MB SDRAM (256MB Max) 


•32MB SDRAM (384MB Max'") 


• 4.3GB^ Ultra ATA Hard Drive 

• Modular 24X Max' Variable CD-ROM 
» NeoMagic*256AV AGP Video 

• MS Works Suite 99 with Money 99 Basic 

$1799 

$54/Mo., 48-Month Purchase Pian“ 

^ E-VALUE CODE: 8880E-8D0517 


Om-BECOMMENDEO UPGRADE 


Deluxe Nylon Case, 5.4GB Hard Drive, 
5BK Capable" Fax Modem wilh Trial 
Offer ConneclDIrect Internet Access'^ 

ADD $199 

g E'VALUE CODE: 8880G-800519z 


• 4.3GB‘ Ultra ATA Hard Drive | • 

• Removable Combo 24X Max' Variable , • 

CD-ROM and Floppy Drive j 

• 2X AGP 4MB ATI RAGE'^ LT Pro 3D Video I • 

• Internal 56K Capable" V.90 Fax Modem i • 

with Trial Offer ConnectDirect I 

Internet Access” I 

• MS Works Suite 99 with Money 99 Basic | • 

• Upgrade to a 6.4GB Ultra ATA Hard . • 

Drive, add S99. I* 

• Upgrade to 64MB SDRAM, add $99. I 


S72/Mo., 48-Month Purchase Plan^^ SI 

^ E-VALUE CODE: 33808-888523 | 


$2399 



Pentium”/// 


Phone Hours: M-F 7a-11p • Sat-Sun 8a-ap CT 

In Canada,' call 800-839-0146 * In Mexico,' call 001-800-210-7607 


Pricing not discouniable 'Prices and specilicalions valid in U.S. oniy and subject to . . „ 

Guarantees or Limited Waitamies, write Oeil USA L.P , Attn Warranties, One Deil Way, ft 
service provided via service contract between customer and third-party provider, and is not avaiiahle in cenain remnle areas, 
Technician dispaictied it necessary pursuant to phone-based troubleshooting wilh lechnicai support personnel. ‘For hard drives, GB 
means 1 billion bytes' total accessibie capacity varies depending on operating environment. ^ITX Min. M4X Min. 'lOX Mm. ''2X 
Min. "Download speeds limited to SSKbps. Upload speeds ate less (in the SOKbps tango) and vary by modem manufacturer. Speeds 
also vary depending on line conditions Analog phone line and compatible server equipment requited. "Maximum RAM 
configurations require a factory installed 120MB SoDIMM, whicti must bo installed at time ol initial purchase. '‘Otfers differ for 
ATaf WofldNet and GTE Interactive. Some charges may apply. '%r Inspiton 3500 only, "limit SlOO per household. Not valid with 
other Hewlett Packard (HP) otfers unless otherwise specified by that otter. Customer must mail in completed rebate couponlsl and 
original or copy of leceipHsl deled from 5/2/99 to 7/3/99 lor all products. Submissions must be postmarked no later than 8/3/99 
and received no later than B/I7/M. Customer will receive rebate check, approximaialy 8-10 weeks aller receipt of rebate materials. 
^Requites Windows 98. ”While supplies last, ”1X Min. Intel, the Intel Insido logo and Pentium are registered trademarks and 
Celeron is a trademark ol Intel Corporation. MS, Microsoft, IntelliMousc and Windows are registered trademarks ol Microsoft 
Corporation, 3Com is a registered trademark ol 3Com Corporation. HP and DeskJet are registered trademarks ol Hewlett Packard 
Corporation, Trinitron is a registered trademark ol Sony Corporation. ©1999 Dell Computer Corporation. All rights reserved. 


3348-Mo. Purchase Plan offered through Dell Fin 
Services L.P., 14050 Summit Dr., Austin, TX 78 
qualified consumers. Only available in the 50 U.S. 
and District of Columbia, except AR & MN. Avail 
may be limited or offer may vary in some s 
Advertised payments are based on sales prices dt 
for 48-mo. term at 18.99% APR, with approved 
Excludes taxes & shipping charges which va 
example, based on sales price of S999 for a d> 
system, the total of sales taxes & shipping charge: 
to S-day ground to Hartford City, IN would be i 
[includes sales taxes of S49.95 and shipping cha 
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PRE-LOADED SOFTWAREOPTIONS 


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'tie Beach Montego II A3D 320V 
und Card 

rman/kardon HK-195 Speakers 

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Graphics Card 

• A/fH/6XMax'“ Variable DVD-ROM Drive 

• Turtle Beach Montego II A30 320V 
Sound Card 

• A/£WACS-340 Speakers with Subwoofer 

• 10DM8 Iomega Zip BUILT-IN Drive 

• Deli QuietKey Keyboard 

• MS IntelliMouse 

• Power Game Pack^^ 

• Upgrade to ACS-495 Surround Sound 
Speakers with Subwoofer, add S69. 

$2299 

$69/Mo., 48-Month Purchase Plan“ 

^ E'VALUE CODE; 88806-500522) 


• 128MB lOOMHz SDRAM 

• NEW 25,5GB^ Ultra ATA Hard Drive 

• 19“ (18.0“ viewable, .26dp) P990 
Trinitron Monitor 

• 16MB Diamond Viper TNT 3D AGP 
Graphics Card 

• /Vfl4/6XMax'“ Variable DVD-ROM Drive 

• A/fl4^ SoundBlaster Live! Value 512V 
Sound Card 

• ADA 880 Dolby Digital Speakers 
with Subwoofer 

• 100MB Iomega Zip BUILT-IN Drive 

• Dell QuietKey Keyboard 

• MS IntelliMouse 

• Power Game Pack^^ 

• STB PCI TV/FM Tuner. addSW9. 

$2799 

$84/Mo-, 48-Month Purchase P!an“ 

^ E'VALUE CODE: 88806-500527 


Microsoft^ Office 97 Small 
Business Edition v2.0: 

(Ask about Our fflff MS Office 
2000 Upgrade Offer) Word 97, Excel 
97, Publisher 98, Outlook 98, Small 
Business Financial Mgr, 98 and 
Expedia Streets 98. 


Microsoft Works Suite 99; 

Word 97, Encarta Encyclopedia 99, 
Money 99 Basic, Works 4.5a, 
Works Calendar, Graphic Studio 
Greetings and Expedia Streets 98. 


SOFTWARE BUNDLES 


Fast Track Game Pack S79: 

Tomb Raider 2, Jack Nicklaus Golf 
5.0, Titanic; Adventure Out of Time, 
Hardball 6.0 and Total Annihilation, 


Quicken 99 Power Bundle S79: 

Quicken Deluxe 99, Quicken Financial 
Planner, Quicken Family Lawyer. 


POWER UPGRADES 


iws 98 ♦ Touchpad ♦ 3- Year Limited Warranty^ ♦ Setup Video 
$49 ♦ APC Notebook Surge Protector, add $29 


LL INSPIRON 7000 A333GT DELL INSPIRON 7000 A366LT 
jTiUM II PROCESSOR AT 333MHz PENTIUM 11 PROCESSOR AT 366MHz 


ktop Features, Notebook Convenience 

4.1 “ XGA Active Matrix Display 
4MB SDRAM (384MB Max’ll 
4GB'' Ultra ATA Hard Drive 
emovable Combo 24X Max’ Variable 
D-ROM and Floppy Drive 
X AGP SMB ATI RAGE LT Pro 3D Video 
iternai 56K Capable" V.90 Fax Modem 
ith Trial Offer ConnectDirect 
iternet Access" 

IS Works Suite 99 with Money 99 Basic 
aluxe Nylon Case 
ograde to a 10GB Ultra ATA Hard 
'ive, add $199. 

pgrade to 128MB SDRAM, add $199. 

2699 

/Mo., 48-Month Purchase Plan^^ 

J E'VALUE CODE: 88806-800526 


Desktop Features, Notebook Convenience 

• 1 5“ XGA Active Matrix Display 

• 96MB SDRAM (384MB Max") 

• 1 0GB‘ Ultra ATA Hard Drive 

• Removable Combo 2X^ DVD-ROM and 
Floppy Drive 

• 2X AGP 8MB ATI RAGE LT Pro 30 Video 

• Internal 56K Capable" V.90 Fax 
Modem with Trial Offer ConnectDirect 
Internet Access" 

• MS Office Small Business Edition 

• Inspiron 7000 Port Replicator, add $149. 

• WOMB Iomega Zip Internal Drive, 
add $139. 

• Second Lithium Ion Battery, add $119. 

$3499 

$1 05/Mo., 48-Month Purchase Plan^^ 

E-VALUE CODE: 88806-800634 


RECEIVE UP TO S100 OFF WITH MAIL-IN REBATES ON THESE HP PRODUCTS 
WHEN PURCHASED WITHA DELL DIMENSION DESKTOP AND MONITOR. 
OFFER EXPIRES 7/3/99?'^ 

AfflV HP DESKJET 882C 

COLOR PRINTER '1 

• Brilliant photo-quality printing jfk 

on any paper 9| 

• Up to 8 ppm black, 5 ppm color 

• Parallel or USB^' connectivity 

$299 

S50 HP MAIL-IN REBATE’" Available 

NEW HP SCANjrr 52l}0Cse SCANNER 

• Single push-button scanning and copying 

^ i 

• 600 X 1 200 dpi, 9600 dpi enhanced, 36-bit color 

$299 

S50 HP MAIL-IN REBATE’" Available 

APC SURGEStATION PR08T2 

• Helps protect your system against 
electrical surges 

• 8 outlets with block spacing for 3 outlets 

• Provides S10K equipment protection warranty 

$39 

PREMIER 3-YEAR ON-SITE’ SERVICE 

• Sends a technician to your door the 
next business day if necessary after 
phone-based troubleshooting 

• Protects your PC from expensive technical 
support costs down the road 

Desktop Service 

W $149 

Notebook Service'" 


Are you Y2K OK? www.dell.com/y2k 



USE THE POWER OF THE 
E*VALUE'”CODE. 

MATCH OUR LATEST TECHNOLOGY WITH OUH 
LATEST PRICES ENTER THE E*VALUE CODE 
ONLINE OR GIVE IT TO YOUR SALES REP OVER 
THE PHONE. ALSO. GO ONLINE TO DESIGN YOUR 
IDEAL COMPUTER. CHECK THE LATEST PRICES 
ANO GET 24 HR. ONLINE TECH SUPPORT. 

WWW.DEU.COM/EVALUE 


800-953-4018 


BE DIRECT" 

D04L 

www.dell.com 







INTRODUCING DELL'S NE1V DESKTOP FEATURING THE PENTIUM® III PROCESSOR 



NEW DELL* DIMENSION* XPS T550 
PENTIUM* III PROCESSOR AT 550MHz 


• 128MB 100MHz SDRAM 

• A/W 9.1GB' Ultra ATA Hard Drive (7200 RPM) 

• 17" (16.0“ viewable, -26dp) M780 Monitor 

• 16MB Diamond Viper TNT 30 AGP Graphics Card 

• 40X Max^ Variable CD-ROM Drive 

• Turtle Beach Montego II A3D 320V Sound Card 

• liarman/kardonHK-195 Speakers 

• 3Com’' USRobotics V.90" PCI WinModemwith 
Trial Offer ConnectDirecf'' Internet Access" 

• 100MB Iomega Zip BUILT-IN Drive with 
One Disk 

• MS'- Works Suite 99 with Money 99 Basic; 
McAfee VirusScan 

• MS Windows* 98/Logitech MoiiseMan 
Wheel (PS/2v) 

• Dell QuietXey* Keyboard 

• 3-Year Limited Warranty^ 

• 1 -Year Next-Business-Day At-home^ Service 

• Power Game Pack^' 

$2199 

$66/Mo., 48-Month Purchase Plan^' 

^ EWALUE CODE: 88804-500521s 


With the new Intel’ Pentium III 
processor at 550MHz, our new Dell’ 
Dimension' XPS T550 represents a 
new generation of .3D technology. 
This system is designed to optimize 
the next wave of power-hungry apps 
and peripherals, like hyper-realistic 
gaming and digital cameras. Give us 
a call or visit our website. And we’ll 
build you a piece of tomorrow, today. 

800 - 953-4018 


BE DIRECT” 

ow. 

www.dell.com 



Pentium /// 


Are you Y2K OK? www.dell.coTn/yZk 

Phone Hours: M-F7a-11p • Sat-Sun8a-8p CT • In Canada,' call 800-839-0148 • In Mexico,' callOOI-800-210-7607 

“48-Md. Purchase Plan offered through Dell Financial Services LP., 14050 Summit Dr, Austin, TX 78728, to qualified consumers. Only available 
in the 50 U.S. states and District of Columbia, except AR & MN. Availability may be limited or offer may vary in some states. Advertised 
payments arc based on sales prices depicted for 48-mo. term at 18.99% APR, with approved credit. Exc1udestaxes& shipping charges which 
vary (For example, based on sales price of S2199 (or a desktop system, the total of sales taxes 8i shipping charges via 3- to 5-day ground to 
Hartford City, IN would be S204.95 [includes sales taxes of S109.95 and shipping charges of S95.00].). Taxes & shipping charges due with 1st 
payment unless included in the amount financed, in which case your monthly payment will be higher.